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  1. TexCoords: Where do they EXACTLY point to?
  2. OpenGL scene jumps while window is moving
  3. Hpdate to GUL 1.3 on Windows XP
  4. Water surface rendering
  5. OGL performance in Linux, FX 5900
  6. Stereo and holographic rendering
  7. PN Triangles?
  8. Poor Performance of NVidia Cards
  9. Register combiners O_o?
  10. Catalyst 3.7 broke my fragment programs
  11. Vertex optimizing
  12. Triangles Strips doubt
  13. same scene , different render result?
  14. VBO slower than immediate mode when Lighting is ON
  15. cg runtime + ogl
  16. vertex program + clipping ???
  17. HL2īs High Dynamic Range Rendering
  18. omni-direction lights and shadow maps
  19. About Render to depth texture in ATI Cards?
  20. texture clamping
  21. affine dot product depth replace on nv
  22. what's the meaning of the last parameter of "wglBindTexImageARB()"
  23. Displaying Depth Buffer
  24. Save and reload
  25. Disable Hardware Acceleration
  26. Basic GPU Question
  27. Pbuffers and render to (depth) texture
  28. About Enabling and Disabling texture in Fragment Program?
  29. Per vertex parameters 4 vertex shading
  30. depth buffer read
  31. bilinear interpolation type in opengl
  32. how to implement a rolling page
  33. fragment program + shadow maps...again
  34. Shader objects in 51.75?
  35. Zoom By Region
  36. rendering larger images
  37. wierd scaling problems with textures
  38. Partially OT : problem with GLUT and MS C++ .net
  39. Zbuffer
  40. Retrieve the depth value from depth map?
  41. depth texture and ARB frag. prog. : only 8 bits of precision
  42. ZBuffer: Mistake or Problem
  43. Simple Render to Texture Example
  44. Stencil Buffer
  45. nv_occlusion_query Sync Question
  46. Cloud Modeling question
  47. Ugly specular rings...
  48. create fpbuffer(auxiliary buffers)
  49. problem with multiple lights
  50. OT: possible bug in Linux drivers
  51. Texture rectangle and floating point buffers
  52. How to draw Cube Map's each Face alone?
  53. Oblique Projection
  54. NVidia GeForce2/4/FX flickering
  55. non-rectangular viewport, stencil and alpha
  56. NV_rectangle_texture & ARB_VP/FP
  57. the way to implement "page curl" effect
  58. Bandwidth optimization
  59. Shadow mapping w/out GL_ARB_shadow
  60. OpenGL and DirectX
  61. OpenGL And SDL
  62. ATI Fragment Program Problem
  63. OpenGL in multiple windows
  64. Using SDL with OpenGL and Source Code....
  65. Retreiving texels and NV_texture_shader
  66. Enabling glslang in catalyst?
  67. Direct transfer Depth Buffer to texture
  68. OT : Carmack reverse is patented!
  69. OT: Textures for free
  70. self shadowing even from same projection matrix?
  71. how make bump mapping with open gl ?
  72. Shadow Mapping questions
  73. Eye position values in shader?
  74. ARB_vertex_program address register woes under Catalyst 3.7 / Radeon 9700
  75. Rotation Mystery
  76. Good strategy for nv_occlusion_query and Octree data structure
  77. glut and icon
  78. 2d graphics with perspective projection
  79. gl_Arb_vertex_buffer_object NVidia performance
  80. texture indirection methods
  81. order-independent transparency
  82. terrain lightmap utility?
  83. Motion Blur Without Accum buffer
  84. YASMQ (Yet another Shadow Mapping Question)
  85. High precision depth read on Radeon 9000
  86. Polygon smooth antialiasing on white background - please help!
  87. i m searching for an effect
  88. Highly compatible shadow maps... how?
  89. buffer reads when window not in focus
  90. QT equivalent of glutIdleFunc(..)
  91. WGL_DEPTH_COMPONENT_NV equivalent for ATI?
  92. My program is faster if music is played :)
  93. NV40 emulator & NV_vp3
  94. blending
  95. Could some ATI user try this?
  96. VAR to VBO
  97. Cg To NV_fragment_program performance
  98. how to program with pixelmap?............
  99. Combining outputs of multiple shaders
  100. Speed up numerical computation with OpenGL ?
  101. NOP equivalent for ATI_fragment_shader?
  102. Matrox users - Alien Flux needs a quick test!
  103. How are Ati gl drivers?
  104. Dynamic lightmapping demo
  105. Batch design advice requested
  106. ARB vertex buffer on NVIDIA and opengl 1.1
  107. how to get PCI device ID?
  108. radeon 9600 mobility vs geforce go fx
  109. texture coordinate generation...
  110. texture map - I can't get the right color
  111. RGBE8 texture format
  112. How to temporary disable stereo in stereo mode ?
  113. VBO's : One big buffer or several small ones??
  114. sharp projective shadows
  115. (nvidia SDK, nv_win lib) can someone explain to me whats going on here please?
  116. Shadow volume problems
  117. glXAllocateMemoryNV probs GF2 PCI :)
  118. Writing directly to the depth buffer..!
  119. Decode z-value in pixel-shader
  120. sudden ~5 fold slow down after reinstalling os and compiler | win2000 msvc
  121. texture disappearing on pickup?
  122. outputting mux to final combiner
  123. any way to render to a constant depth? shadow volume application
  124. input / output in opengl application
  125. No future for Cg ?
  126. Which texture-formats are usually natively supported?
  127. looking for: glActiveStencilFaceEXT( ) -- suggestions please -nt-
  128. running a 8X agp card on 4X port... how much improvement would an 8X port see? -nt-
  129. Font Problems
  130. what is opengl1.4??? why is it so damn difficult to find opengl libraries?
  131. No 16 Bit mode on Geforce 4 ?
  132. "frame rate" slowing down with time
  133. Local system rotation
  134. hardware AA lines on NV28?
  135. Query Pixel data from texture
  136. clamp to border on ATI
  137. blend 3 textures with 1 alpha map
  138. glCallLists guaranteed to execute in order?
  139. how to draw a 3D spring?
  140. undefined reference to `glXBindChannelToWindowSGIX'
  141. rendering axially symmetric shadow volumes with double sided stencil: issues
  142. weird bug with bitmap fonts (or maybe rasters) when running on dual monitor setup
  143. offscreen rendering under Windows
  144. List of cards with small GL_MAX_TEXTURE_SIZEs?
  145. are gradients possible in the stencil buffer? ref/mask perhaps?
  146. headach with GL_ARB_MULTISAMPLE
  147. how to describe logic
  148. what is the fastest means to update data in a dynamic VBO? -nt-
  149. Ideal vertex buffer sizes for various vendors
  150. Getting Started with fragment programs.
  151. Printing and storing image
  152. accum + GeForce 5900 FX + linux
  153. state tracking in ARB_VERTEX_PROGRAM
  154. Scene graphs
  155. Dell M60- what video driver?
  156. Reflective texture mapping
  157. ATI Extensions
  158. Nvidia's nmb format
  159. Quad Buffer Stereo on HMD
  160. reading single channel only
  161. Reflection vector
  162. Should Display Lists include function calls?
  163. OpenGL 2.0 Question
  164. Fastest way to compute a power of 5
  165. Texturing Quads
  166. NV_pixel_data_range
  167. Transparent
  168. how to rendering EMBM refraction
  169. Need advice with terrains
  170. image quality is bad when zoom factors >= 1.0 ?!
  171. image quality is bad when zoom factors >= 1.0 ?!
  172. ATI radeon crash on compressed textures
  173. Java with OpenGL/C++ context?
  174. Working Ok in Nvidia, but on Ati...... :(
  175. vertex/fragment program perfomance
  176. Air Traffic Control Simulation on OpenGL
  177. Sorting primitives - according to which value???
  178. VBO problem :(
  179. POW, RCP, RSQ
  180. Nvidia or ATI for OpenGL
  181. Cat 3.8s fix window resize crash
  182. A question,please
  183. how to make a line look like a cylinder?
  184. know a simple method for rendering the silhouette of a perspective sphere? 2d>3d GUI
  185. How to bind pbuffer to depth-texture?
  186. Texture
  187. Fragment program texture filtering
  188. Vertex Buffer Objects - sample code
  189. glcalllist
  190. Img's width&height >= TexMaxSize, how to use Texture mapping?
  191. Drawing roads and rivers onto a 3D terrain
  192. A very OT question
  193. CLAMP_TO_BORDER and ARB_Shadow
  194. The performance of shadowmap.
  195. Some line unexpectedly hidden at some angles
  196. Shadow volumes with external triangles
  197. Transparent Images
  198. How to scroll back buffer?
  199. 3d textures memory size
  200. multitexture blending question
  201. the fastest way to get pixels from display card
  202. volume rendering, view-aligned 3d textures.
  203. how fast does AGP Bus read data?
  204. CFormView Assertion problem
  205. the speed of readback from PBuffer
  206. Collision detection
  207. shadow map filtering
  208. Slug Production : Per Pixel Lighting demos released
  209. return value from shader
  210. texture coordinates
  211. left right up down...
  212. Yet another tangent space question
  213. depth test tolerance
  214. What is that bottleneck
  215. fragment program and texture access
  216. seek the offscreen rendering method beside pbuffer
  217. GLUquadric error using visual studio .net
  218. Single-pass gloss/specular mapping
  219. 3D texture and GL_OUT_OF_MEMORY
  220. How to share Display Lists between different context?
  221. Cg projective & non projective texture query
  222. fragment program PK2H instruction
  223. depth compare results in alpha layer
  224. Erroneous stencil example or my mistake?
  225. VBO performance
  226. Direct Hardwareaccess and Assembler
  227. problem w/ depth sorting
  228. VBO slow on nVidia boards???
  229. Clipping portal polygon by Frustum
  230. VSD
  231. glDrawElements going out of bounds
  232. Order Indep. Transparency & Depth_replace
  233. inverse projection?
  234. eye coordinates from modelview matrix
  235. Replace OpenGL Line Method
  236. Why would VBO be faster than display lists?
  237. Removing a rectangular section from a surface
  238. GL_ATI_pn_triangles problem
  239. OT: Separate render & cull threads
  240. Schlick's model
  241. OT: Timing (RDTSC etc)
  242. Enabling floating point framebuffers with OpenGL
  243. ARB_fp perfs again
  244. Depth Peeling
  245. vb + opengl component
  246. glCopyTexImage2D with GL_DEPTH_COMPONENT
  247. I'm not The One ...
  248. Which statechanges are omptimized by driver?
  249. Advanced OpenGL Game Development Book
  250. Particle system problem