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  1. dear Moderator : dorbie...
  2. Why openGl
  3. totally OT
  4. seek the documents about the relationship of OpenGL & multithread
  5. Depth Shadows
  6. Setting 3 differents indices for VP
  7. Is something wrong with this?
  8. bump mapping specular exponent with ARB extensions
  9. Self shadowing for a single polygonal mesh
  10. Nvidia CG on ATI
  11. BSP Trees and sphere collision detection/response
  12. Problems texturing a sphere
  13. ARB_texture_env_combine and destination alpha
  14. H/W Acceleration
  15. two-sided lighting in vertex programs
  16. Q about glDrawRangeElements
  17. occlusion culling without extension in two passes ?
  18. using WGL_ARB_buffer_region, could someone help?
  19. what happened when gl rendering window is hidden
  20. Fast way to draw polar data with smoothing???
  21. How Starting OpenGl
  22. Can one use both GLslang and ARB_vp/ARB_fp?
  23. Initial states
  24. Performance issues w/ VBO on nvidia
  25. 3d studio max 6 and opengl
  26. creating normal maps
  27. paper about GPU
  28. mirror using shaders
  29. why use Texture on bitmap failture
  30. How to draw lines on a window?
  31. PixelShader Questions
  32. FAQ
  33. Why 3D texture functions are missing?
  34. deleting previously saved buffer region on the video RAM?
  35. gluUnproject problems
  36. normal mapping
  37. Call for Jwatte to be chief moderator
  38. GLslang: no reuse of shader objects in other program objects?
  39. Fine using NVidia, white using Radeon
  40. ARBfp subset on GF2
  41. Dear Santa Claus
  42. latest opengl32.lib, glu32.lib & *.dll files??
  43. Text for a text field
  44. Light vector for per-pixel lighting
  45. about higher precision normal maps
  46. vertex program thoughts and questions
  47. VBO Performance with Cat 3.10
  48. lighting problems
  49. How to determine the pipelines' number in program?
  50. how much video memory is used by framebuffer?
  51. Stencil-buffer shadow problem - coloring of the shadow
  52. moving a rectangle in a terrain
  53. glDrawPixels Access Violation
  54. limits of VBO index array length/ geometry cutted / bug ?
  55. How to 'cut' a polygon using the mouse?
  56. RGB
  57. CG and ARBFP trouble
  58. Driver bug reporting to nvidia and ATI
  59. HW skinning
  60. Surface Transparency Using Textures?
  61. copying a 3D texture using glCopyTexImage
  62. once again water..
  63. Processor specific math operations
  64. Next generation of Geforce and Radeon
  65. Textures vs. light Geometry
  66. using basic opengl rendering results for software rendering
  67. GL_ARB_occlusion_query
  68. texture formats for fx and radeon
  69. AGP Mem allocate
  70. problem of glReadPixels
  71. Texture Units and filtering
  72. Cubemaps
  73. Basic shapes ......
  74. how to share texture between glrc
  75. the depth buffer and transparent polygons
  76. ID buffer, normal buffer,(u,v)buffer
  77. doubts about cylinder
  78. Need in cg->GLslang convertor!
  79. Vertex and Fragment program: application
  80. min, max depth value
  81. nVidia: Bug with s3tc and automatic mipmap generation?
  82. NV: Pixel Data Range crash
  83. How to know if i have overflow of the Video RAM?
  84. fragment program Don't support GL_POINTS£¿
  85. to have better results
  86. The Projection Matrix
  87. Depthbuffer & glColorMask
  88. ARB_Imaging in hardware
  89. Implementing whole GL lighting equation
  90. VBO Crashes with TNT2
  91. Lots of small textures or fewer large textures?
  92. real-time FUR.
  93. ortho+perspective : depth problems
  94. terrain generation for a war-tank game
  95. one lil question about shaders.. and about GeForce crashing my pc...
  96. Automatic Light Placement
  97. Real-Time Soft Shadow Volumes
  98. Octree speed slower on faster computer, odd??
  99. time consumption of OpenGL work
  100. need some ideas for simple Zooming
  101. Fragment program precision
  102. Pixel Shader Initialization Failed
  103. OpenGL process lock up
  104. Mulittexturing
  105. state changes
  106. Very strange problem about display list
  107. Lighting used in a war tank game
  108. problem in implementing display list
  109. world space z-coords from depth buffer...
  110. Why SwapBuffers slows down the performance?
  111. Blending and float buffer
  112. client state vertex
  113. void DrawElements in client state vertex
  114. Engine structure
  115. dependant texture problems ARB_fragment_program
  116. glGetTexImage not working...
  117. glOrtho + gluPerspectve: depth problems v2.0
  118. Wierd Diffuse Light with Vertex Shader
  119. Weired stencil shadows
  120. cel shading with glColor is that possible ?
  121. Large Vertex Array Crash with VBO
  122. better bump mapping
  123. Clipping planes with Cg
  124. Bump map flitering
  125. Texture Coord for a point on the edge of a triangle.
  126. Depth buffer in multipass algorithms
  127. Vertex array corruption
  128. How to render leaf textures smoothly?
  129. VBO related crash
  130. Clipping diffs on ATI & NVIDIA
  131. Water in ATI "Chimp" demo
  132. multipass rendering and polygon bleeding
  133. color format
  134. VBO Compabilty
  135. GL_MAX_TEXTURE_SIZE
  136. drawing without rendering. is this possible?
  137. .NET with OpenGL... Is it worth it?
  138. 3D Textures in GPU(VPU) memory only ?
  139. Are there any free downloaded RAD TOOLS
  140. Why FPS for my integrated video cards (SiS) is lower than 60?
  141. opengl fragment shaders...
  142. interpolate 2 textures - mission impossible?
  143. [Shadow Volume] Why models should be closed?
  144. Vertex cache in GeForceFX
  145. A BSpline over a surface
  146. Yet another question about DOT3 bump mapping
  147. Clipping problem, or at least I think so.
  148. line offsets
  149. ARB meeting notes posted
  150. on-the-fly normal map generation
  151. OpenGL drivers on Matrox P650
  152. what's the use of the alpha value of a texture
  153. LOD and strips
  154. Rendering the gun in an FPS
  155. Printing in Borland C++
  156. x-ray rendering
  157. Menu in OpenGl
  158. display lists (slow down)?
  159. nv_fragment_program inside arb_fragment program
  160. 2D CAD for open GL
  161. NV_RC or ARB_FP?
  162. nothing appear using GL_FILL
  163. first person point of view on walking bubblehead
  164. compute the depth value explicitly
  165. Half-Life 2 to 3DS MAX 6 importer released
  166. fragment program performance question
  167. new shadow mapping approach
  168. VBO: gl*Pointer invalid after dereferencing?
  169. 4 textures interpolation on 2 texture units?
  170. OpenGL Performance boost and questions
  171. Saving bitmap from openGL output, difference between original and bitmap?
  172. Textures bound to data/video streams
  173. problem with refresh rate on multiple viewports
  174. Texture environment
  175. a shadow production algorithm
  176. What do you think aboud dual parabaloid shadow mapping ?
  177. Extensions problem...
  178. Finding the tangent vector
  179. How to render without flickering?
  180. Real-Time Visibility Computation
  181. VBO Performance Strategy
  182. Strange behavior in GLUT Key Up/down
  183. dot3 bumpmap
  184. Error in OpenGL??
  185. Best way to highlight an object?
  186. how to implement the "pixel spice" effect
  187. reflection mapping. Strange problem.Please help.
  188. rotating and moving camera for FPS
  189. WGL_ARB_multisample example?
  190. nailboards in hardware
  191. range of float point numbers in the pbuffer
  192. gluSphere
  193. Vertex visibility
  194. Fast render of points in a texture.
  195. NURBS TESSELLATION
  196. GL_DEPTH_CLAMP_NV extension
  197. Accessing a portion of an uploaded texture
  198. Multitexturing and vbo
  199. OpenGl based 3D editor & BSP compiler
  200. : To redraw the particular object inthe jpeg image on the opengl screen
  201. Help NEED!!!
  202. Strange loss of performance
  203. glClipPlanes and flickering ..
  204. pixel shader manuals
  205. Please Help.. Picking on 3D Terrain..
  206. Question about index-buffers
  207. remote OpenGL crashes on Solaris
  208. Post again: Help NEED!!!
  209. Eliminating window of glut
  210. PN Triangles
  211. complicated polygons
  212. Hidden Line removal
  213. How to pack floats in a float texture.
  214. All goodies in 1, 2, 3, ..... passes?
  215. HOWTO: making dynamic reflections w/ Pbuffer
  216. resource equivalence
  217. strange ATI_FRAGMENT_SHADER + 3D texture behaviour
  218. fragment program: projective texture mapping
  219. Issue with rendering on GF2, GF3 in fullscreen mode only
  220. Early Z-buffer test with fragment programs/shaders
  221. GL_ARB_fragment_program and glDrawPixels
  222. Vertex Array Optimization
  223. video buffer question
  224. my tangents?
  225. depth buffer copy
  226. Non Visibility while rotating
  227. help needed
  228. Fast Texture 1024x1024
  229. how to unlock 'Additional Properties' in ForceWare 52.16?
  230. Robust stencil shadow volumes
  231. quake 2 source and programming info
  232. grabbing videos from OpenGL (slightly OT)
  233. bump mapping and triangle strips
  234. Dawn demo for ATI Radeons
  235. ARB_super_buffer extension
  236. Choppy and tearing... I don't understand
  237. Accessing a VBO inside a display list
  238. Just curious
  239. Water mapping
  240. Rendering artefacts on some cards
  241. Copying Borland C++ and OpenGL source codes
  242. OpenGL GeForce3/4
  243. Memory buffer update
  244. KIL Instruction?
  245. Render slices of 3D texture
  246. simple fragment program question
  247. 3D Text
  248. texturing terrain
  249. Fragment Programs
  250. read buffer crashes in separate thread (nvidia)