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. Extension naming confusion
  2. Copy depth map to another depth map
  3. Is there any OpenGL to D3D wrapper with source?
  4. repeating textures
  5. VBO's and Memory Management / Paging
  6. Screen-size float render target on ATI
  7. Texture Compreesion with glTexSubImage2D
  8. Sanity check regarding normalization with cube maps
  9. Camera in Object Space / Octree Traversal
  10. About rushing to top rendering speed!!
  11. How to load DDS files for volume texture?
  12. Per-pixel lighting with Raedon
  13. how can I know how much the video memory my program used
  14. Issues with stitching
  15. 32bits greyscale textures...
  16. VBO, BUFFER_OFFSET and glDrawElements broken?
  17. AUX buffers
  18. Rendering Axis in Ortho mode
  19. travelling in 3D...
  20. Incorrect lighting
  21. getting vertex data
  22. Setting a vertex base index in a glDrawElements call
  23. Vertex Array vs. Display Lists
  24. Tri Stripper & Co, updates.
  25. color banding
  26. Wackwackwacvkwackwack
  27. retrieving values from a cubemap...
  28. 6800GT ARB_vertex_buffer_object performance
  29. 3D Texture Borders?
  30. Fog and Multitexture: Bug?
  31. Translate to origin (?)
  32. ClosedGL
  33. NVidia (6800GT?) ARB_vertex_program state.matrix inverse bug
  34. Razor's edge and near clip plane
  35. mixing float and double (precision problem)
  36. glDisable(GL_MYPOST)
  37. Fragment Programs and Compressed Textures
  38. Polygon seems/tears. Please help.
  39. Fragment shader emulation, how?
  40. Ambient Occlusion Tool
  41. Omni directional shadow cube maps
  42. Instancing looks interesting to me.
  43. glCopyTexSubImage2D vs NVIDIA
  44. FarCry-like water and cube map problems
  45. Display list problem with new nVidia drivers
  46. terrain splatting texture problem
  47. Multi textures blending
  48. Also: Static Water reflections
  49. OpenGL vs DirectX: vertex buffer performance
  50. Smooth Shading For Quadradic Formula?
  51. how to create a RTT pbuffer that support FSAA
  52. Shadow- and cubemaps
  53. How do you draw nice thick lines?
  54. OpenGL screen capture -> then write out as bitmap..
  55. normal mapping in whatever space
  56. surface projection or projecting a 3D Object to a plain
  57. Rendering using pBuffer
  58. Multipass rendering slow on Radeon board
  59. glDrawElements + display list issue
  60. how to use GL_ARB texture_non_power_of_two
  61. Performance comparison of OpenGL on Sun and Linux
  62. weird problem concerning pbuffer and projective texture
  63. NV unified compiler
  64. glCompressedTexImage3DARB
  65. ATI, blending and pbuffer
  66. Data dependent Early Fragment Rejection on nVidia FX (NV3X) hardware (Impossible?)
  67. i have to do a 30 sec animation in opengl
  68. 3D floating point texture in nvidia GeForce6800 ?
  69. result.depth + fragment.position
  70. Equivalent in OpenGL of DirectX texture wrapping ?
  71. Early Z rejection on NV6800!!
  72. OpenGL rendering in background
  73. render on a bitmap in Borland C++ Builder
  74. Automatic determination of LightMaps...
  75. Triangle Problem
  76. boolean operation, quads and circle.
  77. GLSL pack/unpack
  78. Antialiasing questions
  79. Quaternions and tangent space
  80. GeForce wireframe performance & occlusion testing
  81. Opengl rendering as control on child window of MDI App. in MFC
  82. rendering to 16bit float pbuffer
  83. Problem with Humus Shadow Volume code
  84. ATI_fragment_shader
  85. Hardware VBO is ABSOLUTELY slower than software VB
  86. OpenGL Versions and Compatibility
  87. Z-Fighting - expected behaviour?
  88. Compression and Normal Maps
  89. Shaders vs Programs
  90. Insane picking problem
  91. Problems with ARB_pixel_format on ATI cards
  92. half sphere
  93. glColorTable works for 8bit indexed texture but not 16 bit??
  94. NURBS surface Tesselations
  95. non-power-of-two indexed texture lookup
  96. GL_EXT_Cg_shader docs?
  97. I can't bind two pbuffers to textures and render to a third pbuffer
  98. Doing transformations manually
  99. GL_SMOOTH_SHADING and normal vectors
  100. Stereo Reverse In Quad Buffer Problem
  101. missing gluTessBeginContour - runtime error
  102. Windowless
  103. On VBO mapped data alignments
  104. Floating point mipmapping performance
  105. >2 textures - 1 pbuffer
  106. return the geometry.. TO ME
  107. How to center a text printed with glutBitmapCharacter ?
  108. multithreaded OpenGL application
  109. VRAM usage
  110. Displaying Live Video
  111. Using attributes as indices into a matrix array
  112. Shadow Mapping Problem
  113. Is OpenGL usualy used for Games,or real time rendering,is 3dsmax used OpenGL
  114. glPolygonOffsetEXT unresolved
  115. Bilinear and trilinear - can't see a difference
  116. glDrawPixels with GL_FLOAT data
  117. What is the best mix of CPU/GPU optimization?
  118. DOOM3 texture unit use.
  119. PBO and 3D Texture
  120. glTexEnv + GL_ARB_fragment_program
  121. Speed of creating a display list each frame.
  122. Imaging subset extension on NV&ATI
  123. NVIDIA Texture_Wrap bug?
  124. NVIDIA VBO ubyte bug?
  125. early stencil with pbuffer
  126. glDrawArrays slower?
  127. The best methond of storing and scan-converting the graphic primitives
  128. ATI VBO Performance problems
  129. viewInverse matrix transform! plz help!!
  130. Lightwave3D plugin
  131. Running .Net projects on VS 6.0
  132. Blending question: clouds & pbuffers
  133. Disabling multisampling is impossible?
  134. Remote Desktop and OpenGL
  135. Skinning & Normals
  136. Smooth Normal Artifacts
  137. Huge terrain... Is this method reasonable?
  138. Deferred Shading
  139. OpenGL 2.0 formally announced!
  140. Distortion using normal maps.
  141. Unreal Engine 3 Shadow algorithm
  142. Transparant shadow maps
  143. rendering the overlapped geometry of objects
  144. Problem with gluLookAt and Viewport
  145. cuebmapping problem, need help
  146. GL_EXT_texture_rectangle disappearance ?
  147. faking glow or speedup bloom ?
  148. 3D Textures+Cg
  149. How can OpenGL program response to hardware input?
  150. Dot3 bump mapping lightning problem
  151. pbuffers and 3d textures
  152. Transforming the normal in a VS
  153. dragging in right direction from different views
  154. ATI_texture_float problems on 6800gt
  155. Shader Problem
  156. text rotation
  157. viewport matrix and perspective division
  158. depth: fragment.position.z?
  159. loading dds files onto opengl application
  160. strange performance issue
  161. VBO between opengl context
  162. Minimal 1.5 VBO test just wont work?
  163. gluTesselator - why doubles?
  164. ARB_precision_hint on FX with 6x.xx drivers
  165. Texture access from vertex shader
  166. Opinions on possible buggy behaviour...
  167. Oh curse you brain!
  168. Depth sorting.
  169. NV40 branching behavior
  170. directional lights, shadow volumes
  171. opengl to d3d wrapper?
  172. Please, please help: Multisampling in linux
  173. GLGroup class
  174. Light Vector Calculation for Per Pixel Diffuse lighting
  175. blending problem
  176. FOG_COORD + CATALYST 4.8
  177. pBuffer 1024x1024 problem
  178. uses of occlusion queries.
  179. How can i pan the model with my mouse in 3d
  180. bump mapping...
  181. Landscape by means of 3D-Texture
  182. ambiant occlusion (obscurances)
  183. what is c for glTexEnvi ?
  184. Projected Coordinates out of 3D-Coords
  185. Homogeneous divides
  186. rendering will not change with [dynamic] transformations
  187. question about drawing on panel
  188. NV: supported internal texture formats
  189. limited range camera... optimisation idea
  190. Shadowmapping without GL_depth_texture
  191. What’s up with the point_sprites?
  192. VBO Performance on nv3x hardware
  193. CgFX tutorial
  194. PBO - Texture Memory extension idea
  195. modifying csg.c to use more than 128 polygons
  196. cube mapping
  197. Using WGL_ARB_pbuffer and glGetTexImage
  198. max AA on 6800
  199. Catalyst 4.8 ARBfp bug?
  200. CGSL speed issues
  201. Alpha obiects with multiple lights and stencil shadows
  202. MultiThreading with OpenGL
  203. glMinMax
  204. Opengl Initialization Problem
  205. post deleted ?
  206. wglCopyContext and p-buffers
  207. control 3D models
  208. Calculating state.matrix.mvp manually
  209. Volumetric Fog and displaying Probability Densities
  210. Vertex to Spherical
  211. Shadow Volumes and Silhouette
  212. getTexImage crash
  213. Any word on ANY render to texture spec?!
  214. pbuffer, render_texture and mipmaps
  215. Crossed Polygons and blend problems
  216. GL_EXT_Cg_shader???
  217. MD3 Bump mapping problem! PLZ Help!!!
  218. GL_TEXTURE_ENV_COLOR does not change in run-time
  219. viewing depth texture
  220. strange projection results
  221. Different sized textures - one algorithm?
  222. Best OpenGL drivers
  223. Projection Matrix - help!
  224. line width
  225. bug ? attribpointer not in display list
  226. ABRfp 1.0 texture lookups
  227. Rendering text
  228. Normalising Mesh Models
  229. Calculating Accurate Vertex Normals
  230. fragment_program lighting problem with object/word space!
  231. Scaling a vertex
  232. Multipass rendering question.
  233. projective texturing problems
  234. Depth/stencil value under vp/fp
  235. What happens to the front buffer after I swap the buffers?
  236. Sending Face normals with arrays
  237. 3D loader
  238. 8 pipelines, 12, 16 ??
  239. Another wglShareLists question ...
  240. how to detect glx errors?
  241. Simple bump mapping question
  242. glPolygonOffset: does "units" value between 0 and 1 make sense???
  243. HELP! a strange problem about feedback!
  244. arbfp1 + CG
  245. Display List problem
  246. Application controlled Anti-aliasing
  247. 16 Bit Monochrome Texture
  248. glCopyPixels to pbuffer
  249. from feedback buffer to gluUnProject
  250. OpenGL 2.0 Spec