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  1. Does anyone use opengl to do ring screen?
  2. Can I use backbuffer as a texture? How to do?
  3. Reflections.....
  4. state sorting and multipass rendering
  5. [OT] VS.NET plugin for vertex && fragment programs
  6. Lighting Code
  7. virtual framebuffer
  8. Brep Visualization - help
  9. Anisotropic lighting, please help !
  10. Swizzling after the combiners
  11. Question about face modelling
  12. Best GL notebook and what happened to the GF4 4200 Go
  13. Using Visual C# or C++ from the .NET
  14. 1.2 or 1.3 gl.h
  15. Programable pipeline...
  16. software for matrix palette skinning?
  17. state changes again...
  18. shadow map depths
  19. How should I set up frustrums and matrices to achive this?
  20. Nvidia GForce 3 Shadow Buffers
  21. Render to texture
  22. OpenGL in Internet
  23. vertexarray -> is drawelements faster than drawarray ?
  24. 3d texture - performace
  25. OpenGL performance on laptops
  26. can I render 1024x1024 image on a 1024x768 displaycard with 3d hardware accelerate
  27. Blending operation with frame buffer
  28. GL_ARB_matrix_palette extension
  29. Using images of cubemap for ordinary 2D texturing
  30. strange "depth fighting" artifacts after shadowing...
  31. Per-pixel attenuation problem.
  32. Microsoft quits?
  33. Speed issues with multiple monitor setups.
  34. [OT]: New forum for Scene Graph Gizmo3D etc.
  35. Fractals/L-Systems in OpenGL
  36. Direct rendering
  37. Problems accessing WGL extensions
  38. texture mapping units
  39. Help to find the transform matrix
  40. writing to the stencil buffer with a fragment program
  41. Combining serveral trimming curves in NURBS
  42. Unclosed geometry for Stencil Shadows
  43. HL BSP texcoords
  44. section plane
  45. Accessing the rendering backbuffer
  46. Coded infinite shadows, now gluPickMatrix doesnt work!
  47. Smooth texture mapping
  48. Reflections with OBJ files...
  49. I take it binding a lot of small textures is bad...
  50. Refraction
  51. R350 finaly! It's faster than FX, but is so flexible? Aparently yes!
  52. Shadow maps and field of view
  53. GL_SELECT with alpha texture triangle problem?
  54. floating point pixel format
  55. Ase format file loader
  56. Shadow and depth-texture question
  57. (Some what OT:) Marching tetrahedra
  58. difference between "glGetString()" and "wglGetExtensionStringARB()" ??
  59. If you need in 3D engine.
  60. ATI Radeon 9700 && GL_ARB_depth_texture
  61. HL Lighting.ohhh man!!!
  62. change coordinate system for 2D api
  63. 8 points of frustum
  64. problem in drawing a texture image ( monochrome image)
  65. CAE Coloured Stress Contour Plots - Efficient, Faster Way
  66. delaunay triangulation
  67. ATI VAO performance problems
  68. success with shadow maps?
  69. clipplane, multipass, and display lists
  70. Animation quation,please help me
  71. PP Lighting possible without normalization cube map?
  72. Possible bug in Nvidia drivers -- not exporting extension strings correctly
  73. How to enable triple-buffering?
  74. how to use vars ?
  75. HL BSP but this time OpenGL too!
  76. ways of enabling fsaa other than WGL_ARB_multisample?
  77. PBuffer problem
  78. rendering texture data in real time
  79. Placemark for f-buffer details.
  80. ATI Rage 128 Ultra 32SDR and OpelGl issues
  81. multi screens
  82. Mouse click position?
  83. Nvidia Cg Tutorial book
  84. Stencil shadows and smooth shading
  85. I am weak and I beg your help,please..(about) glm
  86. big images with OpenGL
  87. OpenGL and 3D Look-Up Tables
  88. A question of display mode...
  89. Problem with vertex program.
  90. perturbation texture
  91. Implementing a quat transform in a vertex program
  92. Recursive techniques for scene graphs
  93. (Semi OT) Frustum culling w/ axis aligned cubes?
  94. LoadLibrary fails to load opengl32.dll
  95. Custom color interpolation within a polygon
  96. GPU Registers...
  97. is this method any good (FP)?
  98. Any suggestions on learning openGL -- A Chinese student
  99. what to do to get the pointer of CView?
  100. register combiners
  101. About shadow matrix
  102. Stencil Shadows & Carmack reverse.
  103. Zoom to box
  104. Hto to generate triangle fans
  105. Vertical retrace interrupt?
  106. Use of OpenGL in Movies & Games
  107. Layers
  108. Radeon 9700 texture bug
  109. Copy Texture to Texture
  110. strange problem in drawing my models right
  111. Multitexturing Performance and Volume Rendering
  112. Pixel buffer sizes
  113. dynamic SV and memory!
  114. Are there any chat rooms of openGL programming?
  115. Eager for your help to load a BMP
  116. Using 2 vertex programs
  117. threaded apps with openGl & tcl-tk
  118. dot3 bump mapping quality
  119. Clamp Texturemap leaves line
  120. support for bitmap < 8 bpp???
  121. arb_vertex_program problem on 9700
  122. Maximum triangles per second
  123. onepass bumpmapping
  124. ARB_fragment_program, LINUX, 9700 Pro
  125. How can I encapsulate OpenGL with C++?
  126. Yet another ATI driver problem
  127. How can I apply Texture without UV Coords
  128. blinn half vector
  129. Are capabilities ever dropped from query strings in later drivers?
  130. Point Lighting
  131. WAD textures that don't need blue parts.Please!!!!!
  132. half vector in pixel shading
  133. reflected vector in combiners
  134. alpha buffer support
  135. PBuffers & Dynamic Cubemaps
  136. Chromatic Anaglyph
  137. ATI FireGL X1 driver problems
  138. Texture mixing with a gradient of Alpha Values?
  139. are there any strip limits?
  140. Texture mapping to trapezium.
  141. opengl's performances
  142. Merge Texture Patch on a 3D object
  143. line Pattern
  144. glLoadMatrix performance extension ?
  145. Building any (not view-) frustum with OGL?
  146. Relationship between FOV and Camera Position
  147. Can early KIL (ARB FP) improve fillrate?
  148. ARBvbo posted
  149. OT: Skeletal animation issues
  150. copy double buffers
  151. Stencil mirror
  152. Merge Texture - More details
  153. Multisample pbuffers
  154. how to use glReadPixels for a single pixel
  155. Compiled Vertex Arrays?
  156. how to make far objects fading out ?
  157. multiple levels of dependent texturing
  158. [OT]: BIG TIME...
  159. glGenTexture problem (or something else...)
  160. need help with multiple windows
  161. Important Camera / Lighting problem
  162. Slighty OT - nVidia drivers for GO cards
  163. mouse rotation
  164. light
  165. Select a vertex of a 3D object
  166. splitting a view into multiple views
  167. Flexporter
  168. Generating Normal Maps From 2D Images
  169. Client state and context switching
  170. multiply a texture by a float > 1
  171. Texture mapping in orthographic parallel view
  172. look my demo
  173. lighting high res models
  174. reflection vector in texture shaders
  175. terrain rendering with road and other buildings
  176. Stereo start and stop
  177. Camera-space shadow mapping?
  178. texture seams
  179. NV_depth_bounds_test?
  180. Loading DDS textures
  181. perspective shadow maps?
  182. OT: quaternion from matrix problem
  183. Display List vs VAR, VAO, and VBO
  184. [OT]: Has anyone done this ? Recursive Scene graphs
  185. DirectX to OpenGL Texture Stage
  186. Where can I get latest version of OpenGL ?
  187. glGetTexImage() problem
  188. Returning Vertex Values
  189. Multiple Rendering Contexts in single thread?
  190. Radeon and ARB_vertex_program
  191. Alien Flux Alpha Test 3
  192. Do we really need OpenGL2?
  193. Concave Objects
  194. Cross platform vertex shaders
  195. extracting frame rate
  196. Better viewable extension registry
  197. conversion from iges to opengl
  198. All this beautiful stuff on nVidia's site... Will it work on ATI (and other) cards?
  199. socket programming
  200. Up Vector from Quaternion
  201. How to display two different colors on two sides of a triangle?
  202. Spotlights and vertex programs
  203. Particle System speed
  204. "Ambient bumpmapping"
  205. 3D Terrain manipulation
  206. ATI_fragment_shader help needed
  207. Weird Problem
  208. Where can I get glu32.dll 1.3 ?
  209. pixel_buffer_object : when?
  210. Caustics
  211. Zooming and Panning
  212. Is glslang on its way?
  213. Using NVIDIA Pbuffer extensions on windowless activeX control : How ???
  214. VBO: mixing static and dynamic buffers
  215. dependent textures- need 16 bit of precision
  216. fewer stencil clears for shadow volumes
  217. pixel_data_range problem
  218. Banding with radeon 9700
  219. Trying hard to pass a pointer as argument to a function called by glutDisplayFunc,...
  220. PPL and geometry normals
  221. Material Settings for Terrain
  222. glDrawPixels / writing depth values with depth function GL_LESS
  223. glu32.dll error ONLY in Win 98 NOT in W2K, XP or NT
  224. indexed lists with more normals than vertices?
  225. Fastest way to render lots of models
  226. texture_lod_bias problem
  227. Non-linear texture transformations with texture shaders
  228. smooth tangent space vectors
  229. Shadow maps and multitexturing
  230. Discussion about plastic bump mapping ...ooops ...dot3 bump mapping
  231. Fastest Outdoor rendering
  232. difference between register combiners and fragment programs
  233. GeForce FX texture related resources
  234. RTT/pbuffer questions
  235. Sample of recursive scene graph
  236. Occlusion test for occtrees
  237. OpenGL on Win98, NT, XP
  238. How to get the normal of pixel?
  239. Optimization issue
  240. glPushMatrix / glPopMatrix & vertex program?
  241. Two texture samples from one texture unit
  242. ColorTable with more than 256 colors?
  243. Major Mistake - Clarification needed asap
  244. how to project a 3D point in 2D Camera
  245. about glRasterPos and wglUseFontOutline
  246. best space partitioning in this case...
  247. Blend minmax extension
  248. Nvidia GL_UNSIGNED_INT_10_10_10_2 endianess
  249. Tricubic Interpolation?
  250. Hardware T&L