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  1. Problem Render in Backbuffer on GForce 3
  2. Stencil and depth buffer questions
  3. Correct Texture Generation
  4. .3ds
  5. multitexturing with vertex arrays
  6. GeForce3 Paging Problem?
  7. Terrain engine
  8. How to know if OpenGl is Rendering in HW or SW
  9. New NV extensions...
  10. Per-pixel lightning
  11. GeForce, GeForce Ti 200, GeForce Ti 500
  12. confused about redenring cylinder
  13. Bug in WGL_ARB_buffer_region on GeForce3 ?
  14. Uniformly tessellating a sphere or a disk.
  15. CubeEnvMap on static and moving objects
  16. OpenGL in ActiveX ?
  17. NvTriStrip assert - anyone had anything similar?
  18. SGIS_generate_mipmap
  19. 3d text
  20. How can I detect a surface on 3D object by mouse click?
  21. Shadow casting
  22. How to draw decals over a Skin
  23. Octree partitioning heuristic for line segments
  24. about LOD in MD4
  25. tremble of animation
  26. Rotating a scene relative to the screen
  27. Load multiple images on a single 3D Object question
  28. Tired of the WGL_pixel_format extension !
  29. NVIDIA nvImageLibrary
  30. Projective Texture problem:REVERSE PROJECTION
  31. rendering to DC colour problem
  32. VIA chipset may not be running AGPx4...
  33. GeForce driver problem??
  34. why does not glTexSubImage2D function
  35. normals and matrixes
  36. Refresh just a part of the scene
  37. The texture matrix
  38. VP compilers?
  39. glRotate* vs glMultMatrix*
  40. mipmap level residency
  41. Nvidia, stencil buffers and 16bpp
  42. Please can you test this program?
  43. updated z depth
  44. Vertex Program Problems: texture matrix tracking
  45. Object Rotation Problems
  46. Large Mesh VAR Performance
  47. Need openGL vid card...
  48. TERRAIN PATCH! CULLING!
  49. Materials and Vertex Arrays
  50. why is the rendering 3D model so slow
  51. Resizing problems in Splitter Views (MFC)
  52. Rotating scene in MFC?
  53. Different Results between No Accel. and Full Accel.
  54. Thread Safety - not a problem, just curious.
  55. GL_HP_occlusion_test
  56. TERRAIN - CULL ONLY THINGS YOU WANT!
  57. GL_INTERPOLATE_EXT lighting problems
  58. State changes and sorting speed issue
  59. Importing DXF
  60. Problems with glVertexPointer
  61. Error Reading File BMP File Size ?
  62. Shadow volume capping
  63. Direct3D like shadows using OpenGL
  64. GLYPHMETRICSFLOAT in DELPHI?
  65. Speed Mesh Extension
  66. reason for opengl.org being down
  67. how to draw a solid cylinder with gluCylinder?
  68. Multiple Monitors / Graphics Cards with OpenGL
  69. How to find the centre of a polygon?
  70. Texture Priority Problem
  71. Texture compression issues
  72. state sorting, fill efficiency...
  73. Solid+Wireframe in the same time
  74. MSVC Relase build and OpenGL blending
  75. How can solve the message mapping problem in MDI appplication for more than one win?
  76. How to render each pixel of a surface with a diffrent color?
  77. wglcreatecontext failed
  78. MATH: Image (2 Colors) to Vectors
  79. Manual world-to-screen conversion
  80. NV & WGL_ARB_render_texture
  81. Cubemapping and gluLookAt()
  82. Quarternion question
  83. bump mapped bullet hole
  84. OpenGl and laptops - error?
  85. Cube Maps and the Projection Matrix
  86. glDrawPixels problem
  87. Intentional Ghosting and loss of sync
  88. Optimizations
  89. Intersection area
  90. Is this possible with vertex programs and/or texture shaders?
  91. VAR and dynamic geometry
  92. octrees with frustum culling question
  93. How to implement the Smooth shading ?
  94. 8K x 8K screenshot
  95. What is difference between GL_SPHERE_MAP and GL_REFLECTION_MAP_NV (env.mapping)?
  96. Automatic Coordinate Generation With Culling On?
  97. Latest OpenGL .h files
  98. Faint line between triangles
  99. HELP!!! Bezier Deformation and Math...
  100. YUV output
  101. MATHS: Converting a normal and angle to orthonormal basis
  102. DEMO: Terrain, a bit of bump mapping, and some Java
  103. surface.c from the Redbook + Geforce3 problem...
  104. 3D Scanning and "Surface Matching"
  105. how can I get the bottom rectanle of the frustum
  106. help with register combiners
  107. Max to opengl
  108. Approximating curved surfaces cheaply
  109. why the 3ds mesh has transform??
  110. GeForce 2 GO and stereo drivers
  111. Culling in Display List
  112. latest redbook
  113. Perhaps off-topic - GeForce2 and WinTV.
  114. Carmack's reversed Problem
  115. GeForce video card detection
  116. Can I use GDI drawing routines in an OpenGL window (e.g. a button)
  117. using own camera matrix vs gluLookAt
  118. geforce3 rules - screenshots
  119. I need opengl 1.2 header for delphi 6.
  120. Why
  121. What would be the best VertexObject class?
  122. GL_OCCLUSION_TEST_HP usage
  123. TexGen coords not clamped
  124. Carmack's reversed vs unreversed
  125. glut
  126. seemingly small problem with extuding an ngon along a path in a local cord system
  127. Optimizing in C++
  128. Realtime bouncing, undepending on angles.
  129. how to eliminate z-fighting in dense building model
  130. About OpenGVS
  131. Matrix filter
  132. Vertex programs: cached ?
  133. FMOD question
  134. Getting device Caps - use DirectX?
  135. Modifying gamma correction in Opengl
  136. GL_NV_occlusion_query
  137. To who doesn't develop videogame applications
  138. Opengl 2.0 VertexArrayObject
  139. NVFence question
  140. NTSC & OpenGL buffer realtime mixing !
  141. Multi-Texture, Repeated, with Mip Maps - NVIDIA bug?
  142. Rendering hardware and transformations...
  143. WIERD VC6 compiler problems!
  144. GL_NV_evaluators and many questions!
  145. OpenGL 3D Object to DXF file
  146. matrix camera
  147. Register Combiner code prob
  148. Portal Stuff
  149. GForce4 extensions
  150. CubeEnvMap with MipMap on Radeon
  151. Quadro & stereo pixelformat
  152. OpenGL rendering over NTSC video stream !!!
  153. Thanks plus another question ...
  154. stitching (hidden line removal)
  155. texture blending
  156. Accessing the Video buffer of a capture card
  157. can some one help me please confirm this you know if you are in to that kind of thing
  158. Using the VRAM of a capture card
  159. strafe
  160. ATI texure sizes ... power of 2 or not?
  161. question about rendering order of 2 passes
  162. Lighting theory question
  163. How can avoid the center point problem in Zooming as well as in Rotation..?
  164. GF3 Vertex Prog - how to implement...
  165. large terrain texturing
  166. Texture Proxy & glGetTexParameter()
  167. World Saver 3D version 2.0 - testing requested
  168. help with data management
  169. GL_EXT_texture3D problems on GF3
  170. Perpixel specular thoughts
  171. would you like to explain it for me ?
  172. plot drop out
  173. nVidia stat driver
  174. MFC Object Viewer + Bug = I don't like it !
  175. Question about vertex array transformation handling...
  176. Vertex Programs and display lists
  177. trying to implement stencil shadows
  178. Antialiasing
  179. Deep shadow maps
  180. converting 2D screen coordinates to a 3D world vector
  181. Vertex programs on a GF2/GF3/GF4
  182. Problem interpreting depth values
  183. VAR - good on GF2mx, bad on GF3ti
  184. Using Extensions
  185. OpenGL and DirectX together?
  186. Questions about SIMD
  187. Problem with WGL_ARB_make_current_read (Geforce3)
  188. Octree junctions
  189. What would be considered state of the art in shadow rendering?
  190. Help! GL_TEXTURE_GEN_S wont stop..
  191. Reading the framebuffer - fast
  192. Carmack's .plan
  193. why would it be that i can't get shadow volumes and raster fonts to work simultaneous
  194. anybody familiar with blind data editors and exporters supported by maya for instance
  195. quadtree balancing algorithms
  196. rotate, zoom and panning in ogl steps
  197. glMinmax
  198. 'stealing' rendering context
  199. Vertex/pixel shaders
  200. maybe you want to have a look
  201. Gouraud Texture shading
  202. Implementing Galactic Dust Lanes ...
  203. glutEstablishOverlay (what does it do ?)
  204. Flight simulator project
  205. nurbs-knots
  206. Blank taskbar button after screensaver preview
  207. Stencil Shadow Volumes
  208. Multitexturing / Diffrent Cards
  209. Need help with Rotating my Sphere??
  210. OpenGL & GUI ?
  211. overlay a semi-transparent window on an OpenGL window
  212. another texture memory management post
  213. Luminance Texture Compression Problem
  214. help please! (gf3 texturing)
  215. glError : GL_INVALID_ENUM
  216. How to Read & Display the Depth Buffer's Contents
  217. Fog in register combiners using nvparse
  218. Determine if Stereo is supported under GLUT
  219. Simple matrix problem
  220. OGL programs in IL?
  221. blending 2 textures based on alpha
  222. Polygon's winding, and sil' edges winding
  223. Blending/Depthtes probs
  224. Is the pixel shader able to do this?
  225. Mathematical Question
  226. Multi Monitor Support
  227. light and texture
  228. Render to texture
  229. How i can avoid the clearing problem ???
  230. what is faster? fill front and back or only front
  231. Wolfenstein fog
  232. MFC Doc\RC View\DC
  233. NV_evaluators and divide by zero error
  234. Monitoring the VRAM status...
  235. vertex array and color
  236. register combiners
  237. Building a 3D image
  238. Correct VAO usage
  239. FFT/drawpixel speed test
  240. A HEAP of interesting questions
  241. GUI toolkit like GLI...
  242. wave effect
  243. Viewport and Camera
  244. Polygon Picking ??
  245. Sticky projective textures
  246. Oooiii e_e anyone know what would cause 850+ link errors completely out of the blue..
  247. Shaders, multitexturing, and interleaved arrays
  248. Dynamic collision detection
  249. Draw objects with texture
  250. Simulating Rear View Mirror