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  1. Query texture memory
  2. Problems with ARB texture comrpession
  3. Cracks in shadow volume
  4. best ways of lightmap's packing
  5. Just qurios
  6. How to redefine the default reference frame
  7. Will the memory be free after executing glDeleteLists()
  8. Cutaway objects
  9. Alien Flux Alpha Test 6
  10. write a book
  11. Can I display live video from cameras in Opengl window ?
  12. Shadows
  13. NV_pixel_data_range performance
  14. Iraq using GPU's to control laser guided missiles?
  15. *BREAKING NEWS* Microsoft re-enters ARB!
  16. Getting the pts of the near frustum plane.
  17. JC .plan : Carmack drops OGL in favour of DX9
  18. an arrow on a curved surface
  19. ARBvbo NV17 (Linux)
  20. Partial swapbuffers?
  21. depth scissors
  22. PBuffers and pixelformats
  23. numerical precision
  24. ARBvbo and settings
  25. tga writing function
  26. Let me ask this one again, differently, grid visability question.
  27. Depth sorting question.
  28. lenght of string in ortho mode
  29. QuadTree source examples
  30. Stereo 'shutter glass' viewing on Flat Panel displays
  31. Signed textures?
  32. poor multitexture GeForceFX?
  33. Early z-cull disabled when touching z in fragment shader
  34. that damn tangent space
  35. Where can I find good fragment program tutorial
  36. NURB surface drawing, problem with video RAM
  37. modelling water
  38. ARB_VBO in pascal
  39. why no GL_MIRRORED_CLAMP[_TO_(EDGE|BORDER)] ?
  40. Texture Mapping Eccentricities
  41. Bitmap Scaling for texture mapping
  42. Please Help!!!
  43. about trimming a texture
  44. procedural texture
  45. displacement vertex program
  46. billboarded line
  47. WGL_EXT_swap_control and SwapBuffers
  48. Multitexturing and Vertex Arrays
  49. OpenGL Java and C++
  50. ATI & VAO
  51. projected shadows
  52. selfshadowing artifacts
  53. OpenGL2
  54. !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--
  55. Infinite projection matrix (Pinf) -> Trouble!
  56. multithreading and ogl
  57. 3D object - flatness
  58. VBO and vertexprogram in software
  59. glutWireSphere
  60. WGL_ARB_render_texture stuff....
  61. Sphere mapping - rotation
  62. NV30 FP performance statistics
  63. vertices order in strip
  64. Using DDS format for textures
  65. GLUT and FOX ???
  66. OpenGL, mpeg2, avi files and threads
  67. a quick register combiners question
  68. How to simulate sunlight on terrain?
  69. White/black mini-artifacts in shadowed/lit area (stencil; z-fail)?
  70. nvidia bug? download for exe for testing
  71. Non power-of-2 textures
  72. Driver bugs
  73. Multiple Transparent Windows
  74. 2D texture is not mapped; constantly getting black quadrangle
  75. geforce ti cache size
  76. Render To Texture Problems
  77. Hardware Blending?
  78. This is NOT off-topic : )
  79. [OT] Any1 worked on D3 loader?
  80. NVIDIA Hybrid FSAA
  81. Copying Depth Buffer
  82. Normals in a vertex shader
  83. Question: VAR on GeForce3
  84. How to tell where the points are if i rotate something?
  85. Polygon offset
  86. ARB_fragment_program not supported
  87. Loading textures like 1:5:5:5 directly
  88. Texture matrix, texture space and so forth...
  89. Texture Mapping using a PPM file
  90. Check the HW?
  91. ATI Driver issue ?
  92. scramble and opengl created rubik's cube using the C++ function srand()
  93. PINBALL
  94. float pbuffer rendering
  95. Does not Support EXT_paletted_texture on GeForceFX?
  96. Question: a short segment about Vertex Array.Thanks~~
  97. Shadows and popping artifact : new fix
  98. Nvidia/ATI driver issues
  99. [OT] How to render dxf-files (acad 2000 - ver) correctly
  100. Save to image file
  101. VBO and glArrayElement
  102. CG & OPENGL
  103. heat effect
  104. Front and back face with diferent colors using index arrays?
  105. GL_MTX_fragment_shader
  106. Help
  107. texgen with ARB_vertex_program
  108. Where to download the implementation code of OpenGL?
  109. ARB Specification
  110. clipping backface projection in projected textures
  111. background image as opposed to clear color
  112. Is it just me, or are Matrox GL drivers utterly useless?
  113. aggressive scissor for shadow volumes
  114. Video Capture to Texture
  115. Without Shaders
  116. Help:about VBO on GeForce3
  117. When ATI will release VBO GL drivers ?
  118. awful polygon intersection
  119. Who can help me with this problem ?
  120. shadows + vertex program + homogeneous divide
  121. Invariance after PushMatrix/PopMatrix?
  122. Lighting
  123. Cylinder Rotation
  124. ARB_vertex_array_object questions
  125. height field terrain
  126. Playing video using opengl hardware!
  127. VBO + 43.51 = brilliant
  128. VBO buffer type rendering order
  129. GeForce3 Buffer Region problems
  130. ortho2d poly intersection artifacts
  131. OpenGL texture mapping
  132. PixelFormat failures on Win2K / NT
  133. Fragment thresholding
  134. NV: ARBvbo & OUT_OF_MEMORY
  135. sharing of ARB buffer objects
  136. 10 bits per channel
  137. Calculating scissors for test with attenuated light?
  138. Push/Pop v.s. LoadMatrix?
  139. Small display lists?
  140. GLCanvas & menubar
  141. Gf FX demoes
  142. ARB_vertex_program2 when?
  143. Did you say fragment shaders?
  144. Render to system memory
  145. Spliters Cell shadows.
  146. Multithread texture loading
  147. Mirroring the modelview matrix
  148. Projection matrix internal parameters
  149. How to get depth to fragment program?
  150. Frustum culling problem
  151. glDrawPixels & glPixelZoom Projection!
  152. ARB_fragment_program
  153. Quadtree performance question
  154. Hardware pixel analysis
  155. HDR AND Radiance MAp
  156. texcoord question
  157. Precision curiosity: 1/255 or 1/256?
  158. Depth in register combiner
  159. One see-through texture on top of another...
  160. SetPixelFormat and nvidia drivers
  161. GLSlang tutorial
  162. Ati driver status?
  163. glCombinerParameteri(GL_NUM_GENERAL_COMBINERS, 0)
  164. GL_ATI_separate_stencil
  165. matlab MEX files + OpenGL
  166. new ATI drivers
  167. mapping windows client coordinate to object coordinate
  168. GLslang required hardware?
  169. Blending
  170. How to boot up the performance?
  171. Occlusion Queries with Clipping Planes
  172. Parallel Occlusion Queries
  173. Only 100 FPS
  174. Error with VBO
  175. depthfunc
  176. "official" glext.h missing latest ARB, NVidia, and ATI prototypes
  177. OT: art production paths
  178. Depth fail Shadows.
  179. Texture size change
  180. Spotlights texture calculations in vertex programs
  181. GLUT and MFC
  182. FX 5200
  183. VBO trouble
  184. OT: Successfully contacting ImgTech?
  185. Texture Alpha...
  186. Problem with gluProject
  187. texture width/height ratio
  188. Det 40.72 ARB_vp BUG
  189. GL_REPLACE vs. GL_MODULATE
  190. ARB vbo - Many small buffers or a few large ones?
  191. My Demo
  192. Problem with gl arrays.
  193. why the tree can't be displayed
  194. glTexGen with multitexturing
  195. Camera/transform advice
  196. Since When Does OpenGL link to DirectDraw?!
  197. OpenGL future on Windows
  198. Microsoft C++ and OpenGL
  199. environmental mapping
  200. convert 2D mouse coordinates to 3D ray for picking
  201. Scene refraction
  202. linking problem with init extention file
  203. where can i get information of opengl1.2
  204. multithreading with glut.lib and anyway to updating the scene without keybord/mouse ?
  205. Shadow Volumes + Lightmaps.
  206. Extensions?
  207. Descent Cards
  208. lens-flare effect
  209. help for shadow map on complete object
  210. Caps for shadow volumes
  211. Nearest Neighbour image scaling
  212. Cook-Torance and BRDF lighting models
  213. Swedish Programmer´s look here!!
  214. Tri strips VS indexed vertex arrays.
  215. Ati:s normalmapper
  216. Occlusion query
  217. Vertex shader trouble
  218. Shadow map resources
  219. Rain/snow resourses
  220. Help about Gl Nurbs in display lists and M.Kilgard molehill example
  221. Frame buffer resolution with high resolution textures ?
  222. WGL_ARB_pixel_format and wglGetProcAddress
  223. reflections
  224. Win32 Multithreading
  225. texture cleanup
  226. automatic mipmap generation
  227. tex coords
  228. Question about 3d texture on GF4
  229. Linear texture interpolation in ARB_fp
  230. mutual exclusion issues
  231. Reflection Bump Mapping
  232. I Need Easy Code Example About Clipping Line
  233. Degenerate scissor rect?
  234. 3D Floating point texture/Sampling?
  235. Peculiar 'artifacts' with bumpmapping & mipmapping
  236. ARB_vertex_program limitations
  237. Creating a 64-bit depth buffer
  238. Stencil drawing depends on color data?
  239. how to calculate the transformation matrix for a rotation?
  240. Approximate Bezier Curve Length
  241. distributed computing project
  242. GL_TEXTURE_SHADER_NV equivalent in ATI ????
  243. ATI_text_fragment_shader
  244. AHHH! BSP Files!
  245. Opinions on Light Map Idea
  246. OT: OpenGL Tutorial Writers
  247. NVidia GL_LINE_SMOOTH bug?
  248. Shadow mapping and extensions
  249. A bit OT: a discrete form of grad(divU).
  250. GL_SGIX_polynomial_ffd spec?