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  1. accessing shadow map
  2. PCI Express - Is anything going to change?
  3. blanding and 32 bits float textures
  4. Curves and surface interpolation with NURBS
  5. Can I do these with shaders?
  6. NV_register_combiners vs. shaders
  7. problems with drawing mouse cursor!
  8. Volume texture problems!
  9. exe file...
  10. Performance Question
  11. about the lod of a shadow map
  12. different textures in pbuffer
  13. problem of glReadPixels
  14. Limits of nVidia PDR (pixel data range)mode
  15. Please test our OpenGL game (screenshots and download link inside).
  16. OpenGL 2.0 news
  17. Damn Excited by Next Gen Hardware :)
  18. PBO
  19. VBO issue on GeForce 4200 Go (det4487)
  20. Problem Binding 3D texture?
  21. LOD Selection
  22. pls help to print
  23. PBuffers performance problem
  24. procedural water and caustics
  25. VBO Limits?
  26. why speed decrease when using Lists or vertex pointer
  27. GLUI Problem
  28. WGL_TEXTURE_RECTANGLE_NV problems
  29. Pbuffer read backs
  30. Orbit camera
  31. using GL_FLOAT for texture targets
  32. Trouble with display lists and intel cards
  33. glDrawPixel problem
  34. Image Maths
  35. shadow question
  36. OGL Fullscreen
  37. off-screen rendering
  38. Undesired clearing of the front buffer
  39. gl lighting and camera rotation
  40. OpenGL and multiple threads
  41. Depth component texture precission problem
  42. Controlling Antialiasing and anisotropic settings in driver
  43. multiple bezier patches
  44. glCopyPixels for depth buffer
  45. How do I identify the point beyond the object?
  46. Gamma correction
  47. Backbuffer alpha test
  48. Perspective shadow maps
  49. OGL App cause Tooltips Pblem!
  50. gl_ext.h, and arb_precision_hint
  51. VBO krasch
  52. Camera Issues
  53. glActiveTextureARB issues!!!
  54. OpenGL Rendering
  55. Texture memory issue
  56. NV_float_buffer
  57. >>> Intermediate vertex buffers
  58. ARB vp question
  59. Brightness/Contrast
  60. glu_tess_combine vertex_data problem
  61. VBO + selection buffer = crash on NV 56.64
  62. what is GL_NVX_conditional_render?
  63. disable multitexture/uvs when done?
  64. GL_CONSTANT bug in 56.64?
  65. VBO & element arrays for tri strips
  66. glSampleMapATI
  67. OpenGL Swap Buffers Blocking.
  68. EXT_render_target discussion?
  69. EXT_render_target
  70. How to turn on/off light between 2D and 3D object
  71. How to use new extension (render_target)?
  72. 3D Texture Optimizations
  73. perspective correct texturing and projective textures
  74. Nvidia Cg krasch
  75. render to texture: storage ?
  76. Reflective bump mapping
  77. Will PBO fix glDrawPixels?
  78. a question about texture coloring
  79. GL_TEXTURE_RECTANGLE_NV and S3TC
  80. NV38 & NV35 all the same?
  81. Printing OpenGL Graphics
  82. Specular per-pixel lighting problem
  83. Per vertex static color and dynamic alpha
  84. "Drawing" 32 bit directions
  85. How to load a 3ds max file into OpenGL?
  86. problem about the parallelism of OpenGL
  87. texturing earths image on a sphere
  88. Buffer Object Copy
  89. TexSubImage2D woes...
  90. copying from pbuffer to window
  91. Bitmaps
  92. gl_arb_point_sprite and billboarding
  93. Does NVIDIA card support "WGL_ARB_make_current_read"
  94. ATI cat 8 and RC1 driver crash
  95. Weird rendering behaviour
  96. Masking a portion of a model
  97. How do I get shading info?
  98. Refraction/Reflection
  99. passing multitexture coords to vbo's
  100. Eyefish matrix?
  101. Which spec defines generic vertex attrib
  102. share textures among RCs in different threads,is it possible?
  103. Buffers
  104. hide openGL window
  105. hide openGL window
  106. nv gl version(cass)
  107. GLSL wher is it...?
  108. z-bias formula
  109. Performance issues texbind / DisplayList / VBO sort
  110. bump mapped water/reflection
  111. which method should I use:RTT vs CopyTexSubImage()
  112. retrieving pixel coordinates
  113. PFD_DOUBLEBUFFER and resize crash
  114. Loading 3DS files
  115. Vertex Buffer Object's Mapping
  116. fragment shader multiple texcoords input
  117. switching bettween textures in vertex arrays
  118. Stroke based rendering
  119. HDR Rendering
  120. NV_fragment_program2
  121. OpenGL ES v1.1 survey on Matrix Palette size
  122. input/audio/windowing system
  123. Bitmaps Drawing
  124. using DirectDraw output as an OpenGL texture
  125. glDrawPixels (or how to lose your time infinitely)
  126. numbers range
  127. alpha testing & lighting don't go together
  128. glInterleavedArrays
  129. Gtkglext how to make?
  130. NV40
  131. let GPU and CPU all busy
  132. ARB march meeting notes
  133. Newest GPU: NVIDIA 6800 Ultra , link in message to find out all about it..
  134. glDisable generating an error on NV30 cards
  135. Problem building a heat effect using a particle engine (with screenshots)
  136. Inverse Transforming Pick Ray
  137. mouse coordinates
  138. Problem with direction constraint
  139. Register Combiner With FP ?
  140. UnrealEngine 3
  141. 3D Models with Texture Coordinates and Texture images
  142. DestroyWindow makes DDERR_SURFACELOST
  143. texEnv
  144. need help with this rotation problem
  145. Increase search limits
  146. OpenGL camera
  147. How to compile under Linux
  148. Water
  149. Calculating face normals
  150. volume rendering and combiners
  151. About glutPostRedisplay()
  152. pixel shaders in Geforce 3 ??
  153. Lighting and Shadows in pre-rendered scene..!
  154. Need help setting blending for lightmapping
  155. flip pdf pages
  156. extensions dependancy question
  157. Apply a marble like surface to Quad
  158. Matrix composition
  159. gl/image.h?
  160. Writting a 3d engine
  161. CSG with OpenGL
  162. OpenGL: Windows vs Linux
  163. NV40 glReadPixels..
  164. ARB_FP execution:before or after depth test?
  165. Where wglAllocateMemoryNV belong?
  166. glTexGenf - Problem .. the old story ..:(
  167. Mesh Problem
  168. z-buffer problems
  169. vbo, multidraw, ati
  170. Immediate Mode vs Vertex Arrays vs VBO
  171. Hidden Surface Removal!
  172. Blending the accumulation buffer into the color buffer
  173. z fighting with arb_vertex_program
  174. Fading from one scene to another
  175. real time image display
  176. Cone Navigation
  177. Superbuffer vs. VBO/PBO/EXT_render_target
  178. building up an height map
  179. a GUI for writing shaders
  180. ForceWare 56.72 great precision BUG [EDIT: no bug...]
  181. getting the Ortho
  182. updated EXT_render_target spec (rev 2)
  183. OpenGL / QT / fullscreen
  184. Mixing fixed function and vertex programs (shaders)
  185. VBO pereformance questions
  186. RFC: buffer description language
  187. GFX:Depth replacement bug?
  188. Problem: projective texture matrix with shadow mapping.
  189. gluUnProject returns wrong values
  190. NV_half_float?
  191. draw part of VBO?
  192. Rendering Arcs and stipple patterns.
  193. ReadPixels from "offline" memory!
  194. Camera Normal { viewing Volume Collisions }
  195. stencil buffer question
  196. diffuse bumpmapping with ARB_vertex_program
  197. render without creating a window?
  198. SlangFX anyone interested?
  199. PBuffer & Texture Sharing
  200. Graphics card capabilities for DEVELOPERS
  201. error message: error in last display list
  202. GL_NV_register_combiners -> GL_ARB_texture_env_*
  203. geometry instance (geometry shaders)
  204. Projective texturing: mapping screenspace pos -> (u,v)
  205. vendor independent instancing support for opengl?
  206. pb with pbuffer
  207. Problem loading NVB files
  208. NVIDIA Occlusion Queries makes me MAD!
  209. Multitexture Question
  210. Fragment Reproduction
  211. vbo's = bad lighting
  212. Random RGB Texture in ARBfp
  213. Shader Emulator
  214. Single texture on multiple triangle strips
  215. Terrain with Multitexturing and Texture Blending
  216. Grid generation for an complex polygon
  217. simulating fire in opengl - cant remember link
  218. pbuffer transparency
  219. Apply gradient over mesh of antialiased primitives
  220. Unique ID Colors for Primitives
  221. Flashing in Full Screen?
  222. TexSubImage to bound pbuffers?
  223. global storage register(s)?
  224. Textures stretching
  225. 3d line intersection on the same plane
  226. GL_ARB_point_sprite problem
  227. wglCopyContext between pbufffers?
  228. gtk
  229. fractal tree
  230. Problems with NV_Occlusion_Query
  231. Crystal Space is looking for engine/OpenGL programmers
  232. Shadow maps problem with ATI
  233. Depth-Buffer -> Frame Buffer
  234. Picking Technique Opinions
  235. Load xyz files
  236. Opengl Shaders
  237. pbuffers not thread safe?
  238. OpenGL On ATI vs NVidia
  239. Dynamic/Streaming VBO: how to use? how do they actually work?
  240. Advances In Realtime Graphics.
  241. Octrees+Frustum Culling+Occlusion Queries
  242. Best technique to render the same model in different locations
  243. crazy idea...
  244. how to take the two different textures into one texture?
  245. New Seamless Texturing Technique
  246. how to load files saved as following formats into OpenGL application--Need help!
  247. How to test whether a point is inside or outside the closed face?
  248. Shadow Mapping
  249. sound in OpenGL
  250. How can I determine if a line pass through a exist face