Compiz on OpenGL ES
Starting at the beginning of January, I've been working for Linaro on the Graphics Working Group with the primary goal of getting Compiz running on OpenGL ES 2.0 devices. This is an exciting task because it means I also get an excuse to go through the Compiz OpenGL code and bring it up to modern standards.
So far I have a design for what I'm going to do to make this change and have begun implementing it. The main changes visible to other plugins are the addition of the GLVertexBuffer class to be used for all drawing and the removal of the GLFragment class. All users of GLFragment will have to be rewritten to use the (still being implemented) GLShader class and use GLSL shaders to implement their effects. Ideally unless your plugin uses GLFragment you shouldn't even have to know GLShader exists, the opengl plugin will set everything up for you (transforms, lighting, opacity, etc).
You can follow the status of this work by checking for updates to the blueprint and the git repo. The goal is to have everything (except perhaps blur, wobbly, and some of the crazier animations) ported by the end of April.