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  1. Small thing about depth test.
  2. calculating normal vectors
  3. OpenGL Internals.
  4. openGL extensions
  5. How can I approach this problem (newbie trying to be cool) :-(
  6. Is selection buffer ever used in games (any faster alternatives)?
  7. Texture mapping questions
  8. Real good specular lighting
  9. GL_LEFT_AND_RIGHT
  10. Dynamic cube maps and windowed mode
  11. Please help me with this (more on point selection)
  12. Problem with Texture mapping & GL_POINTS
  13. Register Combiners, greater than 4 Texuture Units in NV30
  14. Bug with glPixelTransferf when using glTexImage2D??
  15. Turning on texture alpha crashes my program...
  16. NVidia to depreciate CG in favour of Glslang?
  17. Any tutorials on structuring scene graphs
  18. Render to texture on Linux...
  19. Proper multipass using depth testing with texture borders
  20. cubemap limitations?
  21. VBO + GeForceFXultra5900 + Mandrake = trouble
  22. (kind of) Deferred Shading
  23. Problemas con Dot3_RGBA
  24. OpenGL Rendering on Splitter Windows(CSplitterWnd))
  25. EMBM
  26. Texture equation
  27. Implementing a "palette" using pixel shader?
  28. ARB_vertex_program question...
  29. gluQuadric vs. Managed C++
  30. trouble reading depth value at a single pixel
  31. Texture coord screwed up in a vertex program
  32. how to develop a software tool for MEMS 3D visualization
  33. Switching between 2D AND 3D
  34. Normal map bug
  35. how to create library?
  36. slices in volume rendering
  37. Open Warfare
  38. Loading textures with unusual pixel formats
  39. Painfully slow GL_XOR and GL_BLEND in Mesa
  40. Problem with display of my drawing on different computers(same OS)
  41. GL_MAX_TEXTURE_UNITS_ARB = 4 ?
  42. z-buffer accuracy
  43. Diffuse+Dot3bumpmapping
  44. Ray casting
  45. OpenGL on Borland C++ Builder TImage control
  46. ARB_Superbuffers - all the gory details
  47. Pixel Shader
  48. [OT]Onscreen OGL -> 1394 firewire?
  49. GLIntercept v0.1 is available..(a GLTrace like program)
  50. Specular lighting trick...
  51. Video memory
  52. determining if in shadow
  53. DDS-textures and MipMapping?
  54. glClipPlane and vertex/frag shaders
  55. cloud modeling - partical system
  56. 44.03 VBO issues with large buffers?
  57. ATI_fragment_shader + fog
  58. Reducing texture switches
  59. HW Projective Textures
  60. A doubt about ARB_vertex_program
  61. Terrain Optimization...
  62. Export to 3D format
  63. Framerate Problems
  64. Alpha Test w/Lighting Problem
  65. problem putting vertex program working
  66. Texture Mapping 32 bit float
  67. Blending and multitexturing.
  68. visual basic multitexuring
  69. More font fun.
  70. Render to texture
  71. Cubemap Issue (Please let it be something obvious)
  72. 3d level editor
  73. MapBuffers - slow writes?
  74. OT: about GL + drivers + OS
  75. Depth Test Problems
  76. New 3d engines list
  77. ATI_stencil_separate slower than conventional stencil calls ?
  78. 32 bit colors with ATI
  79. Vertex Arrays with Multitexture, some help
  80. glut, mousewheels & PeekMessage
  81. Shadowmaps or Stencil Volumes
  82. clipping problems
  83. C++ Builder and OpenGL
  84. Writing and GL Extension
  85. grabbing the entire screen
  86. [WIN32] Waiting for VSync spikes processor?
  87. How Use MPI together with GLUT
  88. AABB lines in Mark's bumpmap demo
  89. Shadowtextures and fragmentprogram.
  90. Image Library
  91. Multitexturing & alpha blending
  92. Shaders and fogging
  93. Simulate lens distortion
  94. does the geforce 4 support fragment programs?
  95. access violation upon calling wglChoosePixelFormatARB
  96. Test for Overlay Support
  97. OGL Multitexturing terminolgy help.
  98. VBO and DrawElements slow?
  99. Mapping a high poly model on a billboard
  100. Camera move along points defined
  101. Can OpenGL draws in CMYK color mode?
  102. Slightly OT: Where is Romka & GLF?
  103. GL_ARB_fragment_program & NV20
  104. font display problem
  105. GL_DEPTH_CLAMP_NV
  106. geforcefx5900ultra slow?
  107. Drawing in Front buffer deosn't work
  108. real time image-warping
  109. Could some kindly soul with a Matrox card help out
  110. Rendering BSP Entities
  111. Congrats for the MX users
  112. Bounding Box Problems ...
  113. Vertex Program (should be) simple error
  114. Non-NVidia shadow mapping options?
  115. Clearing the z buffer with my own z data
  116. GL_ARRAY_BUFFER_ARB - doesn't work good
  117. projective textures
  118. Threading
  119. Rendering behind another window
  120. Very strange Vertex Program error
  121. Bump Mapping in world space
  122. VBO and Detonator 45.23 issue?
  123. Analytical rendering - how?
  124. CG Runtime and ATI
  125. Multiple Displays Management
  126. OpenGL & memory
  127. How do I use multitexturing for blending tiles?
  128. PlaneShift: Programming Team Member Recruiting
  129. Texture shader issue on GeForceFX 5900
  130. Knowing when stereo is not available on NVidia QuadroFX
  131. Fragment program perfs
  132. Occlusion Query
  133. Cube map in fragment program
  134. Performance of GL_ARB_depth_texture on Radeon 9700
  135. OpenGL memory problem
  136. GL_PACK_ROW_LENGTH
  137. Order in which fragments are processed (in fragment program)
  138. erving the value of ONLY ONE OpenGL State
  139. Turn off Multitexturing and use 1 texture
  140. DrawArray works with Vertex Program?
  141. How to Render an Skeletal Animation Reference Pose?
  142. how to read *.flt file in vc
  143. OGL-app in fullscreen; other windows on top of it appear strange (win98se)
  144. People models (such as .md2) click to see more
  145. Fragment combiner programs not supported?
  146. Different z buffer with VP?
  147. how to draw a geometry with higher teseellation
  148. Please help how do i solve a problem
  149. automatic mipmapsgeneration
  150. supported depth buffer sizes
  151. OpenGL compliant matrix functions
  152. error running compiled code
  153. MultiTexturing an unknown amount of textures
  154. video and buffers
  155. MD3 Rendering Problems
  156. Texture compression questions
  157. opengl32.dll patch for debug
  158. glDebugEntry() ?
  159. subsampling a volume
  160. One pass shadow mapping with ambient
  161. Hardware Cursors
  162. GL_LUMINANCE vs. GL_INTENSITY
  163. stencil shadow problem
  164. VBO problem
  165. Best result when using a vertexcachesize of 8?
  166. Specular Lighting with Texture Shaders (artifacts)
  167. Directional diffuse bump mapping
  168. GL vs Open GL
  169. Getting nearest Z value in hw?
  170. Shadow Volume problem
  171. vram memory management
  172. Nvidia depth textures & fragment program problems
  173. ARB_depth_texture filtering difference between GF4 and R300?
  174. msi geforce fx5200, major slowdown using fragment programs
  175. pbuffer and multitexture
  176. Antialiasing problem
  177. write an openGL ICD for windows ?
  178. 5200 again: performance vs. precision
  179. ZNear Clipping and clipping planes in the projection matrix in opengl
  180. DP3_SAT ?
  181. Bump mapping again
  182. GLX_GLXEXT_PROTOTYPES
  183. Transform between two different viewport
  184. Problem with MSI GeForce FX5600
  185. 3dLabs Siggraph presentations..
  186. How to implement "fixed" object sizes
  187. Nvidia's Last Chance Gas
  188. Vertex program, placing z in color.
  189. Help needed desperately - Normal vectors and picking
  190. How to debug a vertex program
  191. How do I change variable on the fly?
  192. NVIDIA's new policy on optimizations
  193. 2nd window flashing
  194. dets 45.23: new fp issue?
  195. to jra101 and forum admin
  196. I have an offer for all !!!!
  197. How to create degenerated quads in vertex shader shadow volume?
  198. Finding stencil buffer dirty rectangles?
  199. ATI's OpenGL SDK
  200. Combining stencil shadow and stencil mirror
  201. Matrix math
  202. glGetFloatv() costs for retreiving OpenGL matrices
  203. how to share vertex program parameters between window buffer and pbuffer
  204. how to blend from texture to texture (without using color buffers)
  205. Rendering Lightmaps
  206. Orthogonalizing a non-orthogonal transformation matrix
  207. caching computed values from fragment programs
  208. Z-value to world-space distance ?
  209. cubemaps upside down?
  210. NV_point_sprites - argh!
  211. vp and fp implementation details
  212. Normalization cube map
  213. Binding program to 0
  214. Page Curl
  215. Anyone know: how to use opengl render in GBA ??
  216. GF4 Go = no VP or VBO?
  217. Using convolution filters
  218. opengl with c++ .Net windows form
  219. Explosions smoke and trails on nv35
  220. GL_UNSIGNED_INT_8_8_8_8 != GL_UNSIGNED_BYTE ?
  221. lightmapped shadows....
  222. Volumetric fog
  223. Register coloring optimization? (GFFX, R300)
  224. Ortho & Perspective = z-fighting
  225. Fog in programs
  226. Floatingpoint cubemap and filter.
  227. Per pixel spotlight attenuation
  228. Number of textures in OpenGL
  229. "Salvation" - Visual OpenGL design
  230. Order Independent Transparency (framebuffer alpha)
  231. Interpolating between 2 textures
  232. Win32 ChangeDisplaySettings question
  233. geomapping vs roam
  234. Mapping a VBO more than once per frame
  235. about the texture coordinate offset
  236. Rotation
  237. Anyone tried projective textures on VPs?
  238. YUV to RGB conversion using text_fragment_shader
  239. Please help me get some good image loading functions
  240. Slow VBO Bunnies
  241. Line Strip changes colour when drawing quadrics
  242. register combiners
  243. Set if between values instruction
  244. Compositing Bitmap Textures
  245. Fragment prog gpu cycles
  246. PBuffer Performance
  247. OpenGL AND RenderMan
  248. 2D line rendering
  249. shadow
  250. Joining quad cylinders