So more interesting techniques to investigate:
0. Feedback buffers (already mentioned in previous post

) (only for
texture0?)
1. Pixel rectangles
2. Bitmaps
3. Stencil buffer can be used to exclude certain fragments
(if multiple cores in the texture...then stencil buffer would need at least
a few bits to indicate which core instruction pointer is to be enabled and
which instruction pointer/location so another 14 to 16 bits so many bits
needed for stencil buffer... not sure what the maximum is...)
4. The z buffer also has some bits... 24 bits... not sure if that could
somehow be used.
5. Logical operations... could be used to quickly replace certain values in
the framebuffer.
(Only for integers ???) Could be used to do copy ?
6. Buffer updates color masks... <- could be interesting to split planes or
to get a certain bitplane.
For other projects

7. Bits can be written into the stencil by using mask... not sure if it
means color bits, depth bits or any...
8. Accumalation buffer, can for example add up bits it seems... could be
handy for counting bits in parallel.
9. Pixel store parameters could be used to swap bytes, or switch bit order.
10. CopyPixels could be used to copy from read framebuffer to drawbuffer ?
To then display it ? I so could be used as an easy scroller or so.
11. BlitFrameBuffer can be used to visualize the special buffers like
stencils and depth buffers and so.
(Supports stretching) (If buffers specified is the same then overlapping in
same buffer results are undefined).
Pixel formats for both buffers must be the same.
12. Not sure but: render buffers might be able to have 16 stencil bits ?!
(Probably still to little for what I might use them for...) Maybe stencil
and depth can be combined to form one large special buffer. dIt mentions
depth_stencil or so.
13. Texture objects can be bound to frame buffer via FrameBufferTexture1D
(probably equivalent of _EXT version or so

)
14. Attaching the texture buffer to framebuffer and using that same texture
buffer as a texture access could produce undefined results... it could lead
to a feedback loop which in itself is kinda interesting... could be used to
try and to sequantial execution... or it could be used for random noise
generation (?).
15. Generally interesting: polynomials... used to generate verteces and
such... I assume across the polynomial/curve ?

(See map command)
16. Specifieing hint: POINT SMOOTH HINT could be enough and might provide
some performance benefits.
17. I am not sure what a histogram is... but might be interesting for
"belongs to group" visualizations.
Page 420 has a word about histogram... apperently it's counting the
occurence of certain color values

(min and max pixel values can also be determined)
18. State tables could be interesting to learn what "state" the opengl is in
?!

when in doubt I presume

(tremendous ammount of state/information can be examined.)
19. Multi texture could be interesting even highly interesting ?!? It
mentions the possibility of "pipelining" and using the output of one texture
as input for the next texture ?!? It mentions this is controlled through
texture environments ?!? not sure what that is all about...
20. This is explained further: Texture Combine Environment Mode <- Could be
highly interesting !!! Page 427 says it's possible to arrange these textures
in all kind of ways ! Very very interesting !

I hope that each pixel shader gets to act on them ?!?!? Or maybe it's just
an opengl api thingy ? Not sure...
21. Funny thingy: "point parameter" controls characteritics of points (?!?)
22. Pixel buffer object might give more performance for pixel drawing and
reading... not sure how usefull this would be...
And that ladies and gentlemen concludes my "analyzation" of the current
opengl 3.0 spec...
Most interesting concept/feature I came across is the concept of "pipelining
textures".
I am not sure if it's possible but that would be a very interesting concept:
texture->shader->texture->shader->texture->shader->texture->shader->texture->shader
Only problem would be shaders can't write to certain locations... but that
can be solved by using an "output address" then the next shader can use that
and simply "read" and pretend that it came from itself or so...
But then again... it doesn't know here to read so this wouldn't work haha !
It would only work for vertex shaders which can displace themselfes so then
the pipeline would look:
texture->vertex shader->pixel shader->texture->vertex shader->pixel
shader->texture.
I think multi-textures are probably limited to pixel shaders only ? Or maybe
not even that... so don't know about all this.
Attention: Framebuffers have no accumalation buffer... so much for that !

Though for other project the default frame could probably be used if this
was necessary ?!?

(Maybe a hidden frame or so

)
Here is an idea to use the depth buffer:
Different cores could be at different depths... maybe by setting some depth
value a specify core could be selected... this could be used to reset cores
or to update them with new battles this way the gpu could run multiple
cores/simulators asynchronously... and it doesn't have to wait until all or
done... could be pretty and pretty damn handy !

depth and stencil values
can be combined could also be used as a place to store more information.
However a simply copy to certain location of framebuffer could work just as
well so maybe this unnecessary complexity or so

depends on what is faster
I guess
^ These are all opengl api calls...
It's like "saying" to the cpu do a := a xor b; except now it's told to the
gpu and the gpu does a := a xor b...
But a in this case is not just a field... it could be a whole buffer... like
one million pixels !
Bye,
Skybuck.