PDA

View Full Version : OpenGL: Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 [39] 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72

  1. Point light VP -> Spot light VP: ?
  2. Mapping surface to non-continuous vertices
  3. Sanity check please
  4. Anti-aliasing and glReadPixels(..GL_DEPTH_BUFFER...)
  5. pan and zoom window
  6. Shadow mapping with OGL 1.1
  7. How to create a console window in Win 32 for direct user input?
  8. Write object space coordinates during rendering?
  9. Why Nvidia remove glVertexWeightPointerEXT from 53 drivers
  10. gl to uniform parameter binding semantics
  11. visualizaing solids and lines
  12. What in the world am I doing wrong??
  13. wglMakeCurrent() - memory problem?
  14. Using standard fog for transparency
  15. Materials, DOT3 and Combiners
  16. Inverse Matrix
  17. Use the same Color for a set of vertex
  18. Overlapping Viewports
  19. send planes to card
  20. Clipping contour?
  21. ARB_shadow & fragment programs
  22. fix lightmap artifacts in self-shadowing bumpmapping?
  23. How to reduce number of triangles in md2 models
  24. problem
  25. Why are my VBO's going so slooooowwww?
  26. about adding weight in gluNurbsSurface()
  27. VBOs and reg vertex arrays
  28. Two issues with VBO
  29. displaying hundreeds of md2 models
  30. OpenGL 2.0
  31. procedure texture mapping
  32. Trouble with alpha channels in textures.
  33. How To get VBO datas from the GPU?
  34. how to implement a chroma key?
  35. F-Buffer?
  36. Convert a DirectX pitch, yaw, roll into an OpenGL rotation
  37. Texture coord generation for generic mesh.
  38. Video and OpenGL (and YCrCb)
  39. glCullFace and z-fighting?
  40. lighting problem
  41. glRasterPos, glBitmap, and GL_IBM_rasterpos_clip
  42. Triangle culling problem ... ATI
  43. NV_fragment_program question
  44. precision problem of fragment program in GeForceFX
  45. need help to build 3d object
  46. ARB/NV fragment program performance numbers
  47. vbos performance issues.
  48. wglChoosePixelFormat for WGL_ARB_render_texture
  49. Depth Clamping problem
  50. OpenGL Shading Language book 02/20/04
  51. display lists slowing down no-zbuffer rendering?
  52. problem about the multi-pass Render-To-Texture
  53. Speeding up repeat rendering
  54. what's a texture indirection?
  55. Masking + Fog.....
  56. Separating Specular Color
  57. when will software renderers be viable?
  58. Double buffered incremental updates
  59. Tiling Sub-Textures
  60. GL_ARB_point_parameters
  61. Shadow map artifacts. Need help
  62. Exact glFinish and glFlush semantics
  63. NV_point_sprite & POINT_SPRITE_R_MODE_NV
  64. How to copy directly one texture to another
  65. SkyBox, VAR, VBO
  66. KTX_buffer_region
  67. planet texturing
  68. Error with PBuffer
  69. Mipmap levels and video memory
  70. one inside another
  71. Problems with VBOs again ...
  72. Performance Question
  73. ARB_vertex_program and the fog coordinate
  74. Problem with Cg profile ARBVP1 and nvidia 53xx drivers
  75. picking problem
  76. gluPickMatrix problem
  77. GLUT: Fatal Error depending on who's logged on
  78. why the glGetTexImage() can not work with glCopyTexSubImage2D()?
  79. Attenuated PPL + ..... = ?
  80. Texture Crossfade
  81. address of a texture in VRAM
  82. how to EMBM on Radeon
  83. Parallax mapping troubles :(
  84. another thing about parallax maping
  85. Got a 128 bit texture mipmapped. How can I load it back into an array?
  86. wglCreateContext exception
  87. Quick question on data transfer
  88. GLTrace and extensions
  89. glTexSubImage2D
  90. source code of TriDComm released
  91. faking specular highlights?
  92. Need ARB_fragment_program emulator
  93. 3dsMax Loader?
  94. Benchmark results on VAs, VBOs & DLs
  95. when is texture data loaded into texture memory
  96. Porting Linux code to NT
  97. Y-axis-only fogging
  98. linux and windows extensions
  99. Obtaining remote rendering context
  100. texSubImage.. 50 MB /sec...
  101. Drawing a mixture of opaque & translucent panels
  102. Hardware Skinning Question
  103. glCopyPixels on Radeon?
  104. OpenGL and multithreading in Win32
  105. How to get the position of the object inserted in displaylist?
  106. How to copy one displyList to another displayList?
  107. How to drag object in opengl by mouse?
  108. Implementing DOT3 bump mapping
  109. GL_ARB_texture_cube_map with RADEON 9800 PRO
  110. glext.h errors
  111. huge terrain rendering
  112. how to manage multiple pbuffers correctly?
  113. how can i blend results of several passes in a fragment program?
  114. gluLookAt transformation
  115. Optimization for vertex cache
  116. Vertex alpha 0.0 - 4.0 ?
  117. Get Normal and TextureCoordinate by mouse via ray picking?
  118. GLBench
  119. DeltChrome OpenGL support
  120. Vertex arrays and multitexturing.
  121. How to use Callback fuction in gluTessCallback?
  122. another VBO question
  123. Render texture as points?
  124. Adding one more object causes others to disappear.
  125. VBO, float and ATI
  126. How to use summed area table algorithms in OpenGL?
  127. How to transfer a bitmap to the stencil buffer
  128. AVI file
  129. Shadow volume generation
  130. 3d models
  131. ARB_point_sprite - where do I start?
  132. Who can offer me the source code of realization of summed area table in OpenGL?
  133. Z-fighting problem with vertex programs and shadow volumes
  134. Hardware accerlarated texturing.
  135. More control for texturing
  136. Textures question
  137. closed bezier circle curve
  138. Dets 56.55
  139. OpenGL ActiveX Control
  140. HRC and HDC,s
  141. manage your texture better!
  142. VP/FP 2.0
  143. Render to Texture and Multi-sampling
  144. problems with 1-value texture mapping
  145. PDR, fast memcpy
  146. Render to DIB
  147. bullet vector lookpoint
  148. Float texture CopyTexImage2D problems
  149. Multitexture terrain with lighting using 2 texture units in 1 pass
  150. rendering polygon elements edge-on & polygon offset
  151. Reflection Question
  152. why glDrawRangeElements doesn't work with PFD_DRAW_TO_BITMAP
  153. Alpha test and early z test
  154. again on displacement texmap and lokup cubemaps
  155. Translation problem
  156. How to get opengl working in Borland
  157. Texture Replication
  158. Stencil shadows artifacts
  159. view aligned slices
  160. .NET OpenGL
  161. face normals or vertex normals
  162. VRCAI 2004
  163. Front Rendering & ATI Radeon
  164. what is your favorite profiler?
  165. walking on a planet - problem
  166. GL_OCCLUSION_TEST_HP = frustum culling ?
  167. OpenGL and 3D stereo
  168. Question about display lists and performance
  169. help! How to i compute the bounding x and y coordinates
  170. glGetFloatv(GL_MODELVIEW_MATRIX, mat)?
  171. openGL & Turbo C
  172. depthBuffer, non linear values !!
  173. GeForce FX 5200 runtime error.
  174. Screen coordinates in the programs
  175. sperm, snake, worm movements
  176. the performance of blend operation
  177. GLSlang and resource virtualization
  178. PBUFFER!!!
  179. High Res Terrain
  180. floating point 32 bit to 16
  181. Where to find new driver for notebook?
  182. GLUT link error !
  183. Display List Stuff
  184. rubberbanding in opengl
  185. Help! Open GL Animation background music?
  186. GLIntercept v0.2 (a GLTrace like program)
  187. Program running at different speeds on different graphics cards
  188. vertex visibility test
  189. help me with GL_EXT_texture_env_combine?!
  190. What is the fastest way in landscapes making?
  191. Problem: twisted extrusion
  192. CubeMap using PS and VS
  193. VP rotations
  194. Geometry,Texture cord. Export
  195. glDrawPixels and texturing
  196. Manipulating color buffer
  197. counting the no. of pixels within a bounded area
  198. fp slowdown.. is this normal?
  199. how to use multi-surface of pbuffer
  200. multitexturing...
  201. advanced terrain texturing
  202. black holes
  203. Cube maps for normalization
  204. Trouble with glDrawElements
  205. GeForce FX 5900 support GL1.5 and GLSL?
  206. Transform to Tangent Space
  207. glGetFloatfv(GL_INVERSE_MODELVIEW_MATRIX) ?
  208. Fast acess pbuffer or texture?
  209. !!VP vs !!ARBVP
  210. How to protect OpenGL program ?
  211. depth buffer info
  212. UV texturing, what is the secret ?
  213. size of normalization cube map
  214. Bitmap Character Problem
  215. registry hack for SGI OpenGL (Software renderer)
  216. Pbuffer Quality
  217. Query OpenGL Support
  218. Storing window/viewport data
  219. Wierd artifacts with penumbra maps
  220. pushing/popping attrib array enables
  221. fog question
  222. Not releasing Texture Memory
  223. about wglgetprocaddress()????
  224. upside down cubemap
  225. scissor test and fragment program
  226. vbo+point sprites+ati=need for valium
  227. VBOs and Display Lists
  228. Multiple craphic card rendering with PCI express
  229. Texture Filtering and Indirections
  230. Fast copy from back buffer to back buffer?
  231. Fog in vertex program
  232. Cutting One Hole in a Shape
  233. Check if point is in frustum.
  234. About OpenGL performance on UNIX
  235. Voxels in OpenGL :(
  236. mirror - order of transformations
  237. Superbuffers...
  238. Render to Vertex Array with VAR/PDR
  239. Line Antialiasing + Polygon offset
  240. 3Dmax exporter problem
  241. Clarification regarding glClipPlane
  242. How to use ATI_draw_buffers?
  243. VBO problems on ATI card
  244. Dependent texture read on GF4
  245. Point sprite driver problem (?)
  246. Radeon9000 (mobility) internal texture precision is 8 or 12 bit?
  247. help about opengl in MSvc6.0,thanks
  248. display list performance on radeon
  249. NV VAR renders while CPU's free
  250. PDR strange behaviour...