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  1. NV_vertex_program to ARB
  2. Dot3 bumpmapping and specular
  3. OpenGL Stereo support (NVIDIA - ATI)
  4. (glut) what is overlay?
  5. Real Time Env Reflection
  6. How sphere environment mapping is calculationg?
  7. dash lines in pbuffer
  8. display lists with colorscales
  9. display lists with colorscales
  10. Some nice screenshots
  11. Ray tracing on GPU - demos?
  12. Performance rendering video
  13. error 1280 with glGetError()
  14. subregion compressed texture
  15. (off topic) Regarding game distribution.
  16. glReadPixels and viewport problem
  17. histogram in the graphic card
  18. Superbuffers status
  19. Bones and Normals-Binormals-Tangent
  20. How to create and control table in OpenGL
  21. about projection ! could you tell me the difference....
  22. VB horror story
  23. clipping planes optimization for shadow mapping ?
  24. Happy Thanksgiving Everyone!! Gift Wish Poll:
  25. Need some help to benchmark and compat test
  26. Transparent texture mapping???
  27. How to fight with t-junctions?
  28. Problem with z-fighting on shadow volumes
  29. Geometry problem
  30. CG lerp problem
  31. How to write number bigger than 9?
  32. Problems with EnvCombiners
  33. Please help, shadows
  34. Type of GL_LIGHT (going from LL of Lights to specifying which gl light...)
  35. .tga loading for textures, different on Unix (Mesa Opengl) vs. PC?
  36. Probs loading fp
  37. Using TexUnv without Textures
  38. TRIANGLE_STRIP + VBO
  39. snapshot of my problem with textures
  40. Pleeeeeease help - Texture thing
  41. mipmapping issue
  42. 24b Depth from texture to ARB_FP vector component
  43. How to access the neighbor texel of a texel in the fragment program?
  44. "Background" rendering on HT machines ??
  45. How fast occlusion query ?
  46. NV_pixel_data_range slow in FX5650go
  47. texture_env_combine issue with constant color
  48. Render to Texture vs. CopyTexSubImage
  49. Urgent Help: How tough it is if I can not use glut?
  50. what's glx?
  51. program local parameter still not working?
  52. eye vector with ARBfp
  53. Peak Performance VBO
  54. problems with light
  55. poor quality with 1D textures
  56. using VBO for dynamic data
  57. Weird Artifacts with 32-bit float_buffer multi-pass rendering...
  58. How to implement this without Glut
  59. Dual Head Opengl
  60. Multitexturing problems in pbuffer?
  61. Need advice - 2d height map terrain with relief shading
  62. ATI driver crash in fullscreen..
  63. gl_depth_clamp_nv sample code ?
  64. Trouble with shadow mapping
  65. depth_clamp problem
  66. tex matrix to eye space
  67. Leafy BSP, PVS, VIS & RAD sources release
  68. Environmentalmapping: How to calculate the vectors in a vp?
  69. Regional Transparency
  70. Driver problems when using glReadPixels(...GL_DEPTH_COMPONENT..) with gluUnProject?
  71. Simple way to detect hardware rendering on OpenGL+SDL?
  72. HELP WITH SHADOWS
  73. using glDrawRangeElements
  74. NVIDIA VAR Question
  75. Finding texture coords in middle of poly.
  76. GLUT and File Browsing with Windows
  77. minimum pbuffer resolution ?!
  78. Some questions about shadow maping
  79. ARB_fragment_program: Float precision
  80. GL_TRIANGLES and GL_QUADS ->Problem with Smooth Shading..
  81. Not entirely OT - Monitors
  82. How to compute the texture coordinates in a vertex shader ?
  83. setting up data in VBO
  84. BRDF based lighting
  85. flat shading
  86. Cash management of video memory
  87. Triangulation of concave polys
  88. makin a part of the scene static
  89. buffers
  90. New look opengl.org
  91. VP Projective texture problem
  92. 4kx4k pbuffers
  93. develop Opengl AGP and PCI
  94. Some performance detective work
  95. GlSlang / GF2MX?
  96. Heightmaps - - adding new features
  97. Optimization of toon shading with vertex shader
  98. Strange Reg. Combiner & Tex. Env. behaviour
  99. seek the method of off-screen rendering
  100. Programmable Vertices
  101. VBO and new Nvidia driver issue
  102. texture border / offset
  103. Optimizing Particles
  104. Lines "vibrations", Shadow Volume cracks
  105. How better striptify a model ?
  106. DirectX Next
  107. .md2 model loading question
  108. VBO mapping
  109. OpenGl overlays in stereo mode?
  110. Test your card's PBuffer readback speed
  111. ARB_VBO: driver bug?
  112. ATI + ARB_fragment_program + ARB_shadow
  113. Picking: return right value
  114. nv_point_sprite's vs. Cg Shaders
  115. glBlendFunc(GL_SRC_ALPHA,GL_ZERO) problem on nVIDIA
  116. vertex lighting with Cg
  117. How to texture a RGB image in grayscale?
  118. lighting problem in movement
  119. VBO mapping problem
  120. using glDrawRangeElements with VBO
  121. pbuffers, glTexSubImage2D and ATI...
  122. help on OpenGL shading
  123. About lod on a sphere
  124. Optimizing performance through glDrawArrays
  125. glTexImage2D Error on Nvidia GEFORCE
  126. opengl 1.5, just a quickie
  127. problems with 2d controls over 3d rendering
  128. What to use now? (shaders)
  129. Off-screen rendring with GL and GLU?
  130. multitextured and lighting NURBS.
  131. glMapBuffer/glUnmapBuffer question
  132. glInterleavedArrays() + VBO?
  133. AGP memory question
  134. Color Modes
  135. wglCreateContext crashes on MATROX
  136. Vertex Cache size on FX and R9700 ?
  137. render a planet's atmosphere
  138. glucylinder in cube
  139. texture unit performance question
  140. PBuffer/RTT Vrt Prog - Vtx Array weirdness (ATI and NVidia)
  141. Problem about float texture!
  142. 3D texture example or tutorial
  143. arb_fragment_program and lookup textures
  144. Moving camera position
  145. perfomance of glMultiDrawElementsEXT
  146. Pbuffer PROBLEMS
  147. rendering on texture
  148. Iterate on previous result?
  149. Regarding textures on display mode change...
  150. texture_env_combine question
  151. GLUT Mouse Functions.. can u use these in a win32 environment??
  152. Bind GL_TEXTURE_RECTANGLE_NV texture!
  153. Special texture coord gen
  154. About VBO mapping...
  155. HDRI lighting...
  156. Vertex Array Object
  157. Using CreateDC instead of GetDC
  158. Help me with glTexGen
  159. Smoke effect
  160. the CPU usage of glReadPixels() and glTexSubImage2D()
  161. 3D texture performance
  162. Cost of Enabling/Disabling Depth Buffer
  163. register combiners vs multi pass performance
  164. Stereo images
  165. how to convert a DTE0 file to 3D map
  166. ARB_vp and Attenuation?
  167. does Cg work in opengl with ATI graphic boards ?
  168. NDC-space to Eye-space in ARB_fp
  169. problems with texgen
  170. method of copying pixels between pbuffer
  171. Doom 3
  172. tiled-to-textures image performance drop
  173. lighting and aplha blending
  174. Smooth Fonts
  175. OpenGLuk
  176. NURBS + Normals = Suicide
  177. Getting depth info from alpha-blended scenes
  178. OpenGL + Windows2000 + Fullscreen + Secondary Monitor
  179. scale wglUseFontBitmaps after creation ?
  180. Circular Clipping Window
  181. 1D and 2D textures in the same project
  182. ATI bug when working with 1280x960
  183. Multiple Displays
  184. OpenGL + ATI + Linux
  185. textures + DLs
  186. PFD_DRAW_TO_BITMAP
  187. G16R16 textures on Radeon ?
  188. cubemapping, reflections, radiosity...
  189. Chrome map in OpenGL
  190. How To Create Lightmaps of a Scene?
  191. 3dfx Interactive + Glide
  192. more on cubemapping...
  193. Wether I can Initialize OpenGL RC in the same workspace for different DC
  194. Shadow projection mapping - ATI clamp bug & how to blur shadow
  195. Texture problem?
  196. native instructions
  197. Selection speed issue
  198. ATI GreenBlue Dependent Texture Reads
  199. quick copy of stencil to color
  200. ATI, ARB_shadow + EXT_texture_rectangle
  201. again on cubemap problems...
  202. Polygon Armies - fast ways to render hundreds of models
  203. Vertex-Arrays not faster than immediate mode?
  204. help on the nutty cubemap tutorial!!!
  205. Shadow maps for infinite light sources
  206. 2 RCs and 1 DC
  207. ATI GL Shading Languaje in Catalyst 3.10
  208. Multiple index lists for vertex arrays?
  209. Fonts
  210. massive state-switching
  211. Advanced feature portability
  212. geforce performance
  213. utilizing 10 bit DACs, flipping at vblank?
  214. billboards
  215. volumetric fog flying around
  216. normals
  217. borland C++ and glVertexPointer
  218. Lighting in FPS games
  219. internal format
  220. Two questions about PCI express
  221. One of those AAAAAAARGH moments
  222. Higher C++ interface for OpenGL
  223. a little "strategic" help
  224. pre-filtered lookup without EXT_paletted_texture?
  225. GL light attenutation
  226. god appeared -> we have mods. ! am i drunken ?
  227. use a same texture in different RC
  228. vp performance
  229. problem with libjpeg under MS VC++6.0
  230. What is a shader object ? and how use ARB_shader_objects ?
  231. More than 10 Control Points for Bezier Curves?
  232. copy pixels between RC created in different thread
  233. Matrox Parhelia GigaColor
  234. Is there a way to calculate the 3d coord from screen coord?
  235. edge detection for several rects
  236. Changing Screen Resolution - Opinions
  237. Drawing quads quickly
  238. problems with dot3 bump mapping
  239. Bump mapping technique repository
  240. vector rotation
  241. glAddSwapHintRectWIN
  242. Own texture Filters
  243. Basic C+ and cc question
  244. how execute the program in software ?
  245. 32 bit bmp
  246. How to use texture in 128-bit-color pbuffer?
  247. Cutting away parts of a model.
  248. how to bring up console windows using a win32 environment??
  249. Only 4 muti-textures pixel on FX 5200?
  250. triangles in vertex array