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  1. pbuffers + RGBA16
  2. lit texture decals
  3. EXT_draw_range_elements: Driver optimisation
  4. mipmap generation using Cg & pbuffers
  5. GL_RESCALE_NORMAL and GL_NORMALIZE
  6. Picking Problem (ATI boards only)
  7. Possible? Usefull?
  8. How to display Chinese?
  9. user clip plane + fragment program performance
  10. query capabilities
  11. Multitexturing to Multi-pass texturing
  12. Is this correct?
  13. loading dxf
  14. wglMakeCurrent leaking?
  15. All-frequency shadows
  16. 3D texturing artifact problem
  17. lighting problem
  18. Menus with Opengl ! Important ! ;(
  19. Display lists and vertex skinning
  20. Stencil shadow problem
  21. expensive states and sorting?
  22. VBOs: Various questions
  23. Visualization effect on OpenGL ?
  24. using gl_ext_texture_env_add and gl_ext_texture_env_combine
  25. Shadow Map Texture
  26. Shadow Mapping Ambient
  27. What could be wrong with OpenGL calls? (ATI)
  28. general shadow question
  29. getting texture format
  30. artifacts on screen using ati 9600 pro
  31. Multiple cards in one box.
  32. Radiosity Normal mapping
  33. GeForce 6 Series OpenGL extensions posted
  34. Menu in Opengl !!
  35. Bad pixels in PBuffer for some viewport sizes
  36. hair rendering
  37. Extreme Slowness
  38. Direct Rendering
  39. Infinite Line and Homogeneous Coordinates
  40. glut and ARB_Multisample
  41. How to handle unknown exaption from gluTessEndPolygon function?
  42. Percentage Close Filtering woes
  43. the bug of pbuffer in NVIDIA card
  44. onKeyUp
  45. 2D rendering
  46. One more hit on OpenGL?
  47. Question about indexArray types
  48. RTTCBB glCopyTexSubImage2D Proper Usage
  49. Unhandled exception( ATIOGLXX.DLL ) : 0xC0000005: Access Violation
  50. Cheating vol 2???
  51. gluNurbsSurface() help
  52. depth [min-max] accumulation information
  53. Achieving quality postscript
  54. 3d Text & world vs. object coordinates
  55. perspective division
  56. Altering texture coordinates in a shader
  57. The future of vertex + fragment programs
  58. nurbs and selection
  59. possible to use color of first pass in a second pass mtex combine?
  60. Soldier of fortune opengl probleme
  61. Matrix trans & rotations
  62. OpenGL cripples soundput.
  63. tiny stupid NV_vertex_program doesn't work :(
  64. Fatest method of rendering geo?
  65. Shadow mapping without hardware support
  66. new spanish tutorials on codepixel
  67. Pixel Buffer Objects are very slow no?
  68. Menu with scroll ,opengl
  69. My glReadPixels do not work ?
  70. Good method of boned animations?
  71. Keyframes and VBO
  72. No programmer skill
  73. glSampleCoverage
  74. NV_float_buffer and GLSL
  75. glCopyTexSubImage2D broken on ATi?
  76. Normal maps
  77. glGetTexImage unsupported by ATI drivers?
  78. Rendering large amount of text.
  79. ATI pbuffer slowdown
  80. Display lists & wglDeleteContext
  81. TEXTURE_FLOAT_RGBA_NV error?
  82. blending multiple RGB textures.
  83. render-to-texture with multisampling
  84. Help with gluNurbsCurve !!
  85. Cubemapped skybox problem
  86. High precision single component render to texture?
  87. Fences problem
  88. Heightmaps, tiles and 3D textures
  89. Displaying large textures
  90. reliable way of rendering ?
  91. multitexturing - per vertex alpha
  92. GeForceFX vs QuadroFX
  93. Problems with lighting..
  94. how to capture output from an Opengl application in a video file?
  95. March'04 meeting notes
  96. Simple BumpMapping Question
  97. Problem with ARBMultisample (FSAA)
  98. getting Texture Coordinates from view
  99. new metaballs tutorial
  100. Multiple X connections for multithreaded rendering?
  101. Help with texture rotation
  102. weird program slowdown
  103. OpenGL clipping
  104. depth and stencil buffer
  105. Converting RGB Color to UV Texture
  106. OpenGL, GUI question?
  107. _SAT free?
  108. Creating teapot more than once
  109. How to measure rendering time ?
  110. OpenGL blending equations
  111. radiosity realization
  112. Blending and Multitexturing
  113. PBuffer performance / WGL_ACCELERATION_ARB
  114. OpenGL power requirements..
  115. depth buffer sharing with pbuffer
  116. Maybe use GL_STENCIL_TEST ?
  117. Maximum point size
  118. Interdependency between applications at Pbuffer problem
  119. Texture Lod Usage
  120. NVIDIA NV40 Developer Workshop
  121. Quaternions and translation question
  122. Counting # of pixel writes
  123. Mapping of Vertex Formats to DMA Streams
  124. NVIDIA Powerwall
  125. NVIDIA Powerwall
  126. Do drivers cache local copies of textures?
  127. PBuffer Back Buffer
  128. shadow mapping (texture matrix gen)
  129. Render Device selection and information
  130. depth-mapped cube maps
  131. Problem with large coordinates
  132. OpenGL support in WinXP64 and/or Longhorn
  133. Fast loading of large 3D textures
  134. handling dynamic texture objects
  135. NVIDIA driver bug?
  136. NV_primitive_restart anyone?
  137. gluBuild2DMipmaps replacement code
  138. Spot light with shadow volumes
  139. how to place objects into video card memory ?
  140. A thought about that hype on realtime displacement mapping
  141. Ray casting
  142. result.pointsize in vertexprogram
  143. HELP!!!!!!!!!!!
  144. Multisample pBuffer?
  145. Bug in NVidia drivers of Geforce FX59xx series in pBuffer depthtest
  146. bumpmapping in the darkness
  147. Replace texture colors in real-time
  148. Offset bumpmapping questions
  149. opengl Multitexturing and performance
  150. Background rendering?
  151. EXT_multi_draw_arrays + ARB_vertex_buffer_object. = insania
  152. a slow down problem
  153. ATIs new normal-map compression
  154. Problem using EXT_multi_draw_arrays + ARB_vertex_buffer_object
  155. Texture problem with new Nvidia driver
  156. Cross section textures
  157. disable twinview and desktop spanning
  158. motion blur using c programming
  159. stream/dynamic VBOs and performance
  160. I need urgent advice! - Graphic cards compatibility.
  161. Bug in Catalyst 4.6
  162. problem of compling OpenGL+SDL in MS VC++6
  163. texture objects and units ..
  164. maximum temp registries
  165. Pbuffer allocation problems (w trimmed sample app)
  166. MultiTexture and VBO
  167. mirroring surfaces
  168. strange behaviour of ambient color with fragment program
  169. Shadow Volume Speed
  170. Dynamic cube map generation and rendering
  171. Best draw method for small multipass scene?
  172. What games use ARB_VERTEX_PROGRAM or ARB_FRAGMENT_PROGRAM at now?
  173. Multithreading problem
  174. WGL Message:WGL: __wglDDrawSwapBuffersBlit: Blt: DDERROR = DDERR_GENERIC
  175. MipMap Problem
  176. Linker errors help
  177. OpenGL rasterization
  178. fragment shader instruction cost table (NV/ATI/etc)
  179. pbuffers problems, again.
  180. glow problem
  181. ogl linking question (windows)
  182. Point-lights shadow mapping
  183. Streaked Particles
  184. PCI express readpixels performance
  185. Cat 4.6 VBO and window resize bug?
  186. Sharing a GL texture between DLLs
  187. recording avi/mpeg with linux
  188. custom blend function
  189. Draw depth buffer
  190. fixed pipeline and shaders prgs.
  191. glDrawPixels on Matrox Millenium G450.
  192. Fish Eye
  193. glReadPixels speed
  194. threads & pbuffers
  195. VBO and threads
  196. Getting Viewing direction from World Matrix
  197. Transparent Window Demo
  198. Real rotations.
  199. tangents and binormals ...
  200. edge-blending overlap
  201. Is this an aliasing issue?
  202. float RTT on ATI
  203. Render to texture projection onto plane
  204. Difference among the versions 1.5.0 and 1.5.1
  205. Render to Texture with cg problem
  206. Optimizing rendering of particle systems
  207. VBO Q
  208. Shadow Volumes Problems! plz help! NEW!! with screenshots and Demo!
  209. Texturing my terrain - how to?
  210. shadow mapping with 2 light sources
  211. What is GL_EXT_texture_rectangle? Why not ARB_texture_non_power_of_two in Catalyst
  212. glTexParameters and multiple textures
  213. Why my OpenGL program uses Microsoft GDI renderer instead of my GeForce 5200
  214. brdf ..
  215. OpenGL *.spec files and other Ada stuff
  216. point light with per pixel lighting
  217. get* block?
  218. Cutting a rectangle out of a texture
  219. Fragment program: TXB and TXP?
  220. Strange Rendering Artifacts
  221. First steps in Stereoscopic on NV GF 5600xt
  222. pointer on buffers ?
  223. Making black background transparent in RGB texture
  224. pbuffers: to share or not to share
  225. what is standard opengl still good for?
  226. Multitextures questions
  227. Accelerated offscreen rendering?
  228. Performance drop in new driver
  229. Apple Aqua flurry port to XP, hidden OpenGL fps limit in XP
  230. doing exact box-filtering with pbuffers
  231. splitting polygons to make them fit into an octree
  232. GLIntercept 0.3 = GLSL + Display Lists and more
  233. glDrawElements problem
  234. Problems with glGetTexImage() & cube maps.
  235. Multitexture and color
  236. Volume fog with multitexturing.. not working
  237. x800 floating point blending
  238. Mipmapping and MultiTexturing
  239. Restoring state when exiting a LIBRARY function/method.
  240. NPOT texture dimensions on NV40
  241. Pixel Coords in Pixel Shader
  242. psm
  243. EXT/NV_texture_rectangle in 1.5spec
  244. tangent space
  245. Merge Overlapping Polygons
  246. 3D coordinates of a pixel
  247. EXT_multi_draw_arrays+VBO vs NV_primitive_restart
  248. Vertex array and OpenGL client/server
  249. Coordenates in a game
  250. "Parametric" horizon mapping ideas