Sure thing, will do. Also all work I’ve done is in a different branch, the ‘master’ branch is SVN trunk imported straight from the Google Code repo.
As far as the code path that works for 3.2 and 2.1, that should be entirely possible. The shader code can work in 2.1 and 3.2 and do conditional compilation based on the ‘__VERSION__’ macro. The other code is shared. As far as I’ve found, the only GL function pointers that are different are the VAO pointers (which is kind of odd). Otherwise it’s all going down to the same driver, and the names of the functions (with ‘EXT’ appended or not) doesn’t actually matter. The #defines are the same (for example GL_TEXTURE_RECTANGLE, GL_TEXTURE_RECTANGLE_EXT and GL_TEXTURE_RECTANGLE_ARB all boil down to the same value), so it shouldn’t be a problem.
The state management could be an issue. There is no longer any kind of glPushAttrib() stuff in 3.2, so that could be problematic depending on what people are relying on.
Bottom line though is that the framework, as is right now, will work with OpenGL 3.2 provided that you don’t use ‘publishFrameTexture’ since that uses the fixed-function path. Pulling a texture out of Syphon works just fine, and like I said GL_TEXTURE_RECTANGLE boils down to the same value, and works without issue (at least on my GeForce MX260).
I’ll keep you guys updated when I can get a chance to poke at this again, since the weekend is now over 😉