You should become a developer since you are interested in working on advanced features, and also seem to be working on Windows. It would be good to have someone to help out with the render targets and shading, and you will get some help with figuring out GEM's internal architecture.
Hello Chris,
I am very interrested in getting involved in the project, and as you suggest it, help on undertanding Gem's internal architecture is quite "critical" for me, because the only structure graph i got was from the "gem for max" project page and this wasn't so educative as it's quite easy to build from any advanced IDE.
I think that i'll continue to work on Cg though as i really need this at this moment. But if i can get a good Shader bunch of classes, i bet that it wont be very hard for me to port it to the official OpenGL shading language (tell me if i'm wrong).
I have also studied pBuffers, as i needed one to render to texture (even if i'm using the wgl extension). But the pbuffer I implemented is internal to the object i did. This is also due to the fact that i dont know much about the Gem's architecture.
Again, if someone using windows is interrested in looking what i did, i can provide sources, dll and pd files.
Greetings Ronan