PDA

View Full Version : OpenGL: Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72

  1. volumetric rendering with 3D Textures
  2. GL_RGB, GL_RGBA, GL_RGB8,..... what is what???
  3. open scene graph?
  4. Saving Register Combiner Output
  5. How about open inventor?
  6. Assembler problem ...
  7. problem with bliting
  8. GeForce 4 MX 440
  9. Pointer to Offscreen Pbuffer
  10. selection
  11. Multitexture "shadow" problem
  12. Quadro2/DCC overlay planes performance
  13. Vertex Program Problem
  14. Syncronization for what?
  15. VRML Loading
  16. Best approach to problem, help needed
  17. Why don't open osg site?
  18. Performance of Display Lists
  19. glRead/DrawPixels and AGP memory
  20. selection
  21. glDrawRangeElements
  22. Optimizations, Octrees and other things ;)
  23. GeForce 4 vs Quadro 4
  24. OT: Intel SpeedStep detection
  25. Font rendering transparency
  26. display lists and memory they occupy
  27. retrieving wgl functions (specifically multitex)
  28. multiple code paths
  29. I can't seem to load MD2 models?
  30. Scrolling stars / background?
  31. glscale problem
  32. wglUseFontBitmaps and SDL
  33. Static Model
  34. 3D Editor.. how do they work?
  35. T&L Memory Hopping, deadly or surviveable?
  36. 4th color component in glClearColor
  37. Nvidia Cg toolkit
  38. vertex prog vs. ogl
  39. OT: NVidia, plz don't be so windows-centric :/
  40. Disturbing an Environment Map
  41. Shadow Volumes and Volumetric Lights
  42. hardware t&l
  43. Cg useless until GeForce5 ?
  44. Point Occlusion with Stencil/Depth Buffer
  45. GL_COMPRESSED_RGB_ARB with GL_GENERATE_MIPMAP_SGIS
  46. Bug in Cg sample demo
  47. billboard textures: tiling problems in isometric lib
  48. Gf2 does vertex programs?
  49. Tell me what vertex programs can do =D
  50. texture offset
  51. how to avoid this kind of flickering
  52. opengl1.4?
  53. picking coordinates
  54. Texture coordinates interpolating
  55. Changing subjects a little bit
  56. glTexCoordPointer
  57. A simple trick
  58. Todays hardware and Lighting?
  59. Random vector\Gaussian Noise
  60. C++Builder OpenGL VCL project
  61. Physics-based modelling and reality
  62. glColorTableExt for gray scale palette
  63. Software Anti-Aliasing
  64. Another billboarding problem
  65. A problem with Radeon 8500's pixel shaders
  66. texture parameters && performance
  67. Error with glTexCoordPointer
  68. The Gathering 2002 - how was it for you ?
  69. glColorMask (nvidia driver 28.32)
  70. Borland C++ Builder and OpenGL
  71. element borders with textures
  72. Lighting/frustum question.
  73. Quake III vs Doom III - I think I'm going to pass out.
  74. gl lists and wglMakeCurrent
  75. picking and highlighting
  76. OGL Framerate Limited by DirectX?
  77. PixelMap & PixelTransfer speed
  78. Render to Texture goodness
  79. using NV_register_combiners
  80. ogldebug under windows
  81. Clipping?
  82. Maybe, it's most diffcult problem in OpenGL(Try it)
  83. CVA paramter question.
  84. OT: Some Cg effects not working
  85. models
  86. vertex array problem
  87. render to texture extensions
  88. number of general combiner stages?
  89. Linear Curved Trajectories
  90. a good lighting model (dot3)
  91. volume isosurface rendering
  92. CD-ROM staff ...
  93. Response to "Cg won't work" op-ed in The Register
  94. modulation with pixel/vertex/texture shading
  95. Higher quality DoomIII video
  96. Choosing the best way
  97. Getting smallest mipmap on ATI
  98. gl_texture_1d [0 1]
  99. CPU Load Balance
  100. depth buffer ...
  101. mutlitexturing ...
  102. Problem about rotate and scale objects
  103. Stereo on "ex-flat panel system" with Fire GL 2
  104. no more alpha channel...
  105. To draw and animate an object with a transparent background over the windows desktop
  106. OpenGL texturing very unexact?
  107. Any info about last ARB meeting?
  108. allocating >32MB of agp/video memory
  109. Problem using Multi-Texturing
  110. texture interpolating
  111. VAR, STL and a custom allocator?
  112. cube env mapping / spheremapping hardware bug in ATI-Radeon(VE) Cards?
  113. Display3DS error
  114. How to use gluLookAt() to implement tracking
  115. OT (sorry): Fixing tangent coordinates?
  116. Decomposing model view matrix
  117. Gouraud-Interpolation
  118. redundant state changes
  119. intersection of 2 lines
  120. Stereo
  121. Picking acts differently on different machines
  122. Advanced per-pixel lighting
  123. OT: NVidia Effects/Cg Browser Bugs
  124. Cg - nice, but makes me dislike NVIDIA
  125. CullFragment/TexKill and Shadow Volumes
  126. Light to close poly
  127. HLL vs HLSL
  128. Problem with building a Zoom Tool for a 3D World
  129. OT: Milkshape (dont read if you have high blood pressure)
  130. Any GeForce with less than 4x multitexturing?
  131. evaluators performances
  132. Register combiners - Bindable? Why soooooo slow?
  133. Weird slowdown when using compiled vertex arrays
  134. How exactly is projection matrix derived?
  135. Display Lists and DrawElements performance
  136. Windows Problems
  137. Creatures Demos
  138. Projected texture or something else?
  139. Hardware acceleration problem
  140. GL_EYE_LINEAR in a vertex program
  141. unsupported glPolyonOffset
  142. Reverse projection and shadow maps
  143. cgDuplicateProgram() missing?
  144. Using GL_GENERATE_MIPMAP_SGIS
  145. Projected Textures (dumb question about)
  146. Texturing Problem using GL_NV_vertex_array_range
  147. GL_TRIANGLE_FAN with glDrawElements
  148. glxGetProcAddress ( )
  149. Once again...
  150. How to draw arcs in 3D?
  151. how to build a surface........(help......)
  152. OpenGL Selection Picking Fails
  153. File format for OpenGL
  154. Stencil Shadow and Vertex Shader
  155. Brightness & Contrast of Texture
  156. S3TC, width has to be = height? Please help
  157. Unusual Z clipping plane problem
  158. Oxygen GVX1 + 3D textures --> very slow
  159. Off topic : A way to disable vert. sync.
  160. Selecting objects completely inside a region
  161. Bump Mapping, does this sound right?
  162. Wildcat VP extensions
  163. Controlpoint array for NURBS surfaces
  164. Partial transparency on tga texture map
  165. Back Buffer Selection Problems
  166. 32 and 16-bit Bitmaps
  167. 3D FlowerBox Code
  168. Does anyone know how to draw concave polygons quickly?
  169. Does anyone know how to draw concave polygons quickly?
  170. Pushing the polygon limits.
  171. Simple tangent space gen
  172. How can I write a tunel effect ?
  173. Bumpmaps with CG
  174. Carmack .plan: OpenGL2.0
  175. MDI MFC degrading performance
  176. Multitexturing woes, and the common man. AKA me.
  177. What would be faster??
  178. Proper usage of triangle strips
  179. [OT] big structs performnce issues
  180. Best to fake it?
  181. HP's Polynomial Texture Mapping (PTM)
  182. Plane + Frustum Intersection
  183. wierd bump mapping problem
  184. glColorTableExt against glPixelTransferi
  185. How can I write tunnel effect ?
  186. NEW WEBSITE http://bios3dworld.tripod.com/index.html
  187. Attenuation map trouble
  188. Scissor destroys z-buffer?
  189. is it possible to link a compile a dll file witha ini file to produce a complete dll?
  190. simple light shader
  191. How can I program the code to animate object with it's weights
  192. Do we need spotlights anymore ?
  193. OpenGL extensions file generator
  194. Any Developers Need An Extra Programmer?
  195. Windows Clipping Region
  196. static models ...
  197. Vertex programs?
  198. Multipass lighting and multipass texturing
  199. OT - My LightEngine prog
  200. Asynchronous buffer swap
  201. Vertex Shaders
  202. How to implement PAN smooth
  203. Help: Selecting verticies using the line equation
  204. Stereo Pairs
  205. Color matrix and color channel
  206. OpenGL Shader from SGI
  207. Writing text field with OpenGL.
  208. dPdx and dPdy from OpenGL 2.0 spec
  209. New OpenGl 2.0 papers at 3DLabs site
  210. Problems with ATI fragment shader
  211. Pixel Shaders with CG
  212. Lexicographic order?
  213. nVidia Vsync control????
  214. Visibility problem
  215. billboarding in Frustum
  216. Transforming Line Equations Between Viewports
  217. Multiple Viewports
  218. display colored rectangle
  219. Selective Opaqueness
  220. AutoTexture 3D Coord Gen Prob
  221. Midtown madness snow effect
  222. Fast YUYV (YUY2) -> RGB, RGBA conversion doen in OpenGl HW ??
  223. glGenTextures withing glNewList() glEndList()
  224. Can concatenate projection matrix with viewport transformation matrix?
  225. elevation mapping in different directions
  226. Help with picking
  227. Q3A-stlye shaders
  228. bufferregion + FSAA + nvidia 28.++
  229. Color missing in Pbuffer.
  230. OpenGL cards...
  231. c++/win32 - static and callback
  232. Virtual Rendering Device (disk writing)
  233. Memory management
  234. Accelerated pixel formats ... Tom Nuydens?
  235. Topmost Objects
  236. Tangent-Space????
  237. New WebSite - Looking for people to help me build this 3DWORLD
  238. Geomipmaps
  239. How can I set up the distance between the curve line (pixel) ?
  240. scaling and normal calculating
  241. How to get a fast collision detection with BSP-Files
  242. Bump Mapping (Tangent Space) calculation problems
  243. 360 render
  244. glCallList in debug mode = crash...
  245. VB.NET
  246. nVidia-focused developing in ogl
  247. Very stange TMUs
  248. Dumb question - GLclampf - why?
  249. Three things (a book, a link and Cg)
  250. geforce2 gts with NT4 lockup