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  1. Better performance with indexed arrays
  2. VAR and wglAllocateMemoryNV/malloc
  3. Shader technique?
  4. Depth buffer writes?
  5. glDrawPixels v/s glBitmap
  6. DOT3_RGBA in register combiners
  7. Low TnL performance on r300 ?
  8. access violation on Win 98/Me
  9. How to limit banding when using multiple blends
  10. Destroy Multiple GLUI Windows
  11. Something Like in 3dstudio
  12. carmack plan + arb2
  13. different combine on different texture units
  14. Some NvTriStrip questions...
  15. my pretty advanced outdoor engine....
  16. Is it possible in opengl........?
  17. Printing Opengl Image from Visual Basic
  18. Is it worthing?
  19. So what cards support GL_ARB_fragment_program and GL_ARB_vertex_program?
  20. solid textures and depth buffer
  21. Projected texture flipping
  22. BSP (Quake III map) web sites
  23. vertex and pixel shaders
  24. lighting question
  25. Real-time shadows
  26. Texture map a icosahedron
  27. S3TC Compression and gluBuild2DMipmaps
  28. 3d face morphing
  29. Multiply pixel components on front buffer
  30. a "ARB"-provided feature like GL_NV_vertex_array ??
  31. Little ARB_vertex_program question
  32. 2 Triangles vs Quad?
  33. fast buffer readback on ATI
  34. Uber/Super Buffers (December 2002 ARB Meeting)
  35. OT: download for testing
  36. shadow map question
  37. OT: Noisy Geforce FX
  38. Columbia (not OT)
  39. NV_fence question
  40. object-level occlusion culling: nvidia vs. ATI
  41. Vertex arrays or display lists for terrain?
  42. Problem with VAR implementation
  43. CameraPosition and Lighting ??
  44. Is it better to use 3D objects...?
  45. fovy calculation
  46. Lock/UnlockArraysEXT
  47. VAR and CVA
  48. vertex and pixel shader.
  49. location of drawn object in world-coordinates
  50. wmf/emf and opengl
  51. Collision Detection with Q3 Bezier Patches?
  52. bitwise operation with fp on stencil buffer
  53. _dramatically_ less frames with GL_ARB_vertex_program than with standard code !?!
  54. Static geometry dynamic texture coords
  55. what' s the sentence mean?
  56. Determining camera aim vector
  57. ATI , GL_EXT_texture_rectangle ? 7xxx series
  58. GeForce FX vs Radeon 9700 or higher
  59. Slicing objects (a CAD question)
  60. Rendering Problem !
  61. Image Sharpness in TextureMapping
  62. Multithreading in MFC
  63. glFeedbackBuffer consistency
  64. glTexGen vs. Texture Coordinate Array
  65. Querying GL_VENDOR before opening window
  66. how would you bumpmap a sphere?
  67. OGL in ASM
  68. Additive blending problem with ppl
  69. The w coordinate
  70. Radiosity questions
  71. Quake 3 Textures question.
  72. q: modelview matrix inversion
  73. Matrix Palette Skinning
  74. Polys drawn so small they disappear
  75. lighting back facing triangles _without_ using two sided lighting
  76. Stereo viewing and platform issues
  77. HDR renderer test
  78. Pixel shaders question
  79. wglGetProcAddress + threading question
  80. Per-pixel diffuse and Terrain
  81. 3D Engine Structure?
  82. Using new glut funcs in F90
  83. Lightmap generation.
  84. Maximum total size of vertex arrays via ATI_vertex_array_object?
  85. Theory: OpenGL for Video Playback!
  86. nv var validation problem with multi thread
  87. shadows / scaning of the frame buffer
  88. ATI does not support 1.4?
  89. Skeleton-based model format
  90. Slightly OT: Presentation for Junior Academy of Science
  91. Does anybody know Why? Plz Help Me
  92. capping at z-near plane
  93. Texture Matrix vs. Modelview Matrix
  94. Stupid cubemap
  95. GL_QUADS slower in display list that immediate mode
  96. shadow z-buffer
  97. Performance Tips?
  98. R200: since when is glDrawPixels supposed to filter?
  99. Texture Q Coordinate / NVIDIA
  100. Z_Fighting whith FLT_MIN ?
  101. maybe OT: 3d model format
  102. wrong texture matrix or bug in normal map plugin?
  103. Using multipass rendering for speedup
  104. Using 2x2 RGB texture creates red lines?
  105. problem : gl_lighting mystery
  106. OT: I believe you should all see this
  107. very odd... _BLOCK_TYPE_IS_VALID(pHead->nBlockUse)
  108. 3 coverage factors by reading from texture ?
  109. Quake2 BSP's and Half-life BSP's
  110. ShaderBuilder docs?
  111. Vertex array usage
  112. ARB_vertex_program && NVIDIA && ATI
  113. Triangle strips and culling - problems on the horizon?
  114. vertex array speed question
  115. wglReleaseTexImageARB
  116. ATI Catalyst drivers, pbuffer support bug?
  117. Speed of glProgramEnvParameter4fvARB
  118. strange results: writing to pixel data ranges w/ pixperf and nvidia's 41.09 drivers
  119. Something Strang with ARB_vertex_program on GF4 Ti
  120. Parametric Shapes, and Tangent Space
  121. Light radius
  122. Crimelife is looking for Programmers and Artists
  123. Bitmap transformation
  124. OT - 3DMark 03
  125. GL_CLIP_PLANE
  126. Drawing to off-screen areas.
  127. Texture mapping on Disk surface
  128. Parametric Shapes, and Tangent Space
  129. Quake3 and front face culling
  130. Any way to query the video card for free memory?
  131. Using OpenGL with mutex?
  132. My Website
  133. Fragment shader operation
  134. ATI_fragment_shader dependant texture read
  135. Doing backdrops
  136. hw accumulation buffer?
  137. mulithreaded draw flicker
  138. VAR - Abnormal program termination
  139. state.light bindings in ARB_vertex_program on ATI
  140. Very Urgent Question
  141. ATI_separate_stencil - always enabled ?
  142. Mappig Textures to Polygons
  143. Projective texture weirdness
  144. obj models
  145. Faced-ness in shader ?
  146. quick question about vp (ARB and NV)
  147. Slight problem with gluProject
  148. Soft shadows - my turn
  149. OT - recommended NV drivers
  150. Vertex Arrays -> How to improve them ?
  151. NVMeshMender and Submeshes
  152. Stencil buffer as viewport.
  153. NV_half_float
  154. singlepass lighting/reg combiners question
  155. water animation/calculation: which formula/technique to use...
  156. how to use glTexImage3D???
  157. glReadpixels slow for pbuffers ?
  158. Per-pixel lighting
  159. Matrix palette skinning weighting
  160. Good old assembly:)
  161. calculating clipping planes...
  162. where can i find 3D models
  163. New to OpenGl
  164. winz depth buffer relation
  165. subtracting objects
  166. How does lighting work?
  167. q; rendering queue
  168. GL_NV_OCCLUSION_QUERY replacement in SW ? how to something similar ?
  169. glSecondaryColor3fvEXT but with VertexShader?
  170. Converting from nvparse RC1.0
  171. What do you think of the future of OpenGL?
  172. early fragment kill / stencil buffer & fragment shader
  173. Binary Space partitioning
  174. Bad performance glDrawElement on Radeon 9700??
  175. Selecting a visual
  176. Stencil Buffer Problem
  177. Loading Bones from Lightwave-Scene
  178. Question about vanilla vertex arrays. . .
  179. overview of "which extension on which card" - where to find ?
  180. glBlendFunc(GL_DST_ALPHA, GL_ONE) behaving unexpectedly
  181. Normal Maps
  182. GL2
  183. Soft Shadows - The Return
  184. Stencil buffer
  185. Rendering using different graphics card
  186. for experimented in drawing pixels image with "glDrawPixels"
  187. Shadow Volumes with Animated Meshes
  188. Problem in drawing a 16bits image monochrome( black and white)
  189. Problem binding CG to OpenGL program
  190. Two Depth textures: Problems with different compare functions
  191. [OT] OpenGL 1.0 specification
  192. Radeon 9700 Cat3.1 drivers + ARB_multisample == no worky?
  193. Organizing geometry
  194. GDC
  195. OT: new site & forum
  196. Help on software implementation of gluLookAt()
  197. Half-Life BSP!!!
  198. how can to realize fire effect with opengl
  199. BSP Bezier Patches.Last BSP question for today
  200. Pixels Buffer (WGL stuff) performance with Geforce 4
  201. color matrix and tangent space
  202. I NEED YOUR HELP ON FEA
  203. FSAA problem
  204. Lighting / texture / alpha problem
  205. Ball Rolling effect
  206. OT - SceneLib
  207. Ray Tracing
  208. "noshader" texture in Q3
  209. gluProject behind me
  210. help plea: unwanted texture artifacts
  211. "Bend" modifier as vertex program..........
  212. gl texture memory
  213. FOX Toolkit
  214. [semi-OT] Microsoft picking up the ball again?
  215. ARB_vertex_program && shared displaylists
  216. RTT on GF4 41.09
  217. how to get OpenGL performance statistics
  218. Problem with ATI card
  219. NV_point_sprite on ATI?
  220. Good Idea?
  221. glInterleavedArray with Struct Arrays?
  222. What's wrong with this code?
  223. Another way to do shadows
  224. Read pixel data error?
  225. Environment Reflection
  226. Correct glTexImage2D usage -ATI bug?
  227. packed pixel extension and internal texture format
  228. .NET
  229. Box visibility
  230. Working on cam in shadow vol problem...
  231. Depth Problem
  232. How to do it with texture_shader & register_combiners
  233. Depth textures
  234. About Software Implementation of glRotate()?
  235. Multipass rendering and z-fighting
  236. Problem with rendering the depth buffer to a texture. . .
  237. Hidden line
  238. Shadow volume generation for arbitrary geometry?
  239. opengl slang
  240. Trying to get dimentions of the plane where an object resides.
  241. Normal Calculation
  242. heat effect
  243. Stereo buffering?
  244. Suprised about GLSL........
  245. interleaved array locking?
  246. NVIDIA ARB light.position still in object space?
  247. I'm through with Spider3D
  248. VSYNC
  249. shadow map artefacts based on camera pos
  250. Effect from Game Developer magazine...