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  1. ATI's pbuffer bug + NV's IBO bug ?
  2. Texture Compression
  3. new Relief Mapping shader (better Parallax Mapping?!?)
  4. ARB fp, fragment.color.primary & textured quads or drawPixels - calling all Gurus
  5. Render To Texture on nVidia
  6. discussion about normals
  7. OpenGL State Machine Diagram Update?
  8. draw non-concentric circles in a big circle
  9. texture border support in hw?
  10. Reflecting Sphere
  11. ARB Fragment Program
  12. clipping programming using c++..liang barsky coding,cohen sutherland..
  13. shadow map test
  14. stencil buffer clearing messing up in pbuffer
  15. Gloss Map with ARB_texture_env_combine
  16. NURBS control points
  17. zbuffer writes and polygon smooth questions
  18. Shadow Mapping and GL_CLAMP_TO_BORDER
  19. GL_SPHERE_MAP problems
  20. Problem with pbuffer and CopyPixels
  21. vbos and GLSL
  22. is glClientActiveTextureARB heavy?
  23. strange problem about vertex array
  24. Nvidia Geforce PCX 5750 & ARB_fragment_program
  25. Loading WGL_ARB_pixel_format without creating a dummy render context?
  26. I Have A Big Bitmap
  27. which one is fit for image processing?CPU or GPU?
  28. Extension loading mechanism
  29. projective texture matrix
  30. Problems with ARBVP1
  31. Selecting video port on graphics card
  32. gluBuild2DMipmaps causing UNDERFLOW Exceptions
  33. Video Input inside GL, is it possible?
  34. PBuffers and GL_ARB_occlusion_query
  35. Buffer Object Spec, Multiple Threads
  36. glReadPixels read the front buffer or the back buffer?
  37. Light Matrices
  38. Pixel Buffer Objects - supported pixel formats
  39. GeforceFX6800 16bit auto-mipmaps?
  40. atan in fragment program?
  41. Possible and resonable to combine VBO with other RenderMode ?
  42. Nvidia point sprites.
  43. Texture Memory
  44. multitexture blending (texture environments?)
  45. material qualities
  46. Glu my polygons?
  47. multitexturing+blending - does it work together?
  48. ARB_fragment_program bug in NVidia drivers?
  49. OpenGL ES 1.1 Coding Challenge offically starts
  50. glCopyTexSubImage2D and automatic mipmap generation
  51. Red book shadowmap.c program
  52. Problem with ActiveX control
  53. texture & shader binding
  54. Efficient vertex program texture projection?
  55. Accumulation buffer and double-buffering
  56. how to do dynamic lightmap
  57. Performance drop in orthographic mode
  58. size and stride in Vertex Array
  59. glTexImage2d produces different textures on Win2k and Linux RedHat 8 - WHY???
  60. ARBvp/fp: lod confusion.
  61. wglShareLists failing
  62. 3D Texture Map
  63. depth buffer -> depth texture -> depth buffer
  64. Point Sprite Texture Problem
  65. 32bit colours=fast! 16bit colours=very slow??
  66. texture_env_combine
  67. vertex program & VBO problem - solved
  68. ARB_npot and GENERATE_MIPMAP
  69. GeForce4 Go: conformant GL_CLAMP mode?
  70. Can't start: Environment Bump mapping
  71. glDrawPixels&glReadPixels Unmatched??
  72. arb vertex programs not working
  73. dual-parabploid environment mapping problem
  74. Something good to think about
  75. Occlusion with transparent textures
  76. GL based modular programming environment needs testers
  77. unknown polygon winding trouble...
  78. Texture memory management
  79. GL_NV_centroid_sample
  80. Lighting problem -> math Problem. Problem with rotations/translations. Plz help!
  81. Real time character animation ( Plz reply)
  82. GL_ELEMENT_ARRAY_BUFFER_ARB
  83. Mimicking loss of precision - the problem: 0.0 1.0 != 0/255 255/255 ??
  84. glDrawPixels vs textures
  85. GPGPU - RenderTexture/pbuffer problems
  86. 66.31 bug or expected behaviour? glProgramEnvParameter and contexts
  87. Doom3 shading questions
  88. how to debug grahics applications using visual C++ debugger
  89. Error in projected textures (good topic, sorry for the other 2)
  90. Code Question, how to clock program...
  91. importing a vrml scene "in" opengl
  92. an intersting problem about blend...
  93. Problem with materials, normal vectors ?
  94. vp&fp interface
  95. Shaders, Fog and Multipasses rendering
  96. Loading DFF Model Files
  97. memory leak from closing pixmap windows
  98. Depth peeling confusion
  99. a broken donut shape
  100. Keep auto generated tex coords within [0.0, 1.0]?
  101. gDEBugger supports OpenGL 1.5
  102. Deferred Shading
  103. alphatest greater 0.0 && less 0.5
  104. How to compute LOD in pixel shader?
  105. Measuring render time for smooth animation
  106. docking windows w/ openGL?
  107. Buggy Lines
  108. Z Buffer Issues
  109. glgeterror
  110. Opengl and PCI-Express
  111. need ARB normalmap example
  112. perspective correction for projected spotlights
  113. occlusion_query does not count as expected
  114. Animation
  115. Problem with ARBfp on Radeon9700Pro
  116. Problems with rendering to a texture...
  117. Multitexturing/Fragment program and fragment operations
  118. Is glu thread safe?
  119. How expensive is the use of extra texture-units?
  120. Vertex buffer memory usage on nvidia cards.
  121. about pbuffer , can you help me to find the problem?
  122. Frustum Culling
  123. PBuffer & AA
  124. Thickness
  125. stuttering caused by glDrawElements / glMultiDrawElementsEXT, any ideas?
  126. re
  127. texture blend with accum buffer
  128. Simple Cube Mapping on ARB_fragment_program
  129. glCopyTexImage2D - Poor Performance
  130. Storing data in buffer
  131. What is causing this jagged shading artifact on my sphere?
  132. Parallel OpenGL, MPI, Glut,, multithreading, offscreen rendering
  133. fixed function normal mapping
  134. spotlight effect
  135. OpenGL 2.0 for games
  136. To cutoff portion from a object
  137. Projection via texgen - questions
  138. Which one should I choose, vp/fp or GLSL
  139. clip plane problems - plane extraction
  140. z-fail shadow opengl stuff
  141. Tesselation
  142. NV40 Linux AUX buffers problem
  143. Maya Lighting in OpenGL
  144. "fx" files with glsl
  145. Help ME
  146. OT: Seeking Info on Arcade Versions
  147. To Display Concave polygons & polygon containing holes
  148. GL_GENERATE_MIPMAP_SGIS
  149. modularity in shaders
  150. Recognize x,y,z
  151. rotation issues
  152. From Pixelbuffer to Primitiv
  153. win32 programming
  154. vertex shaders -> varying frag. inputs
  155. can I use 3dtexture when rendering to pbuffer
  156. ClearMemory function?
  157. extensive pbuffer use == system hangs (ATI)
  158. Multitexturing
  159. Pbuffer & Numerical Precision
  160. wrong TXL spec in GL_NV_fragment_program2?
  161. pbuffer + VAR = SLOW
  162. ATI GL_DEPTH_COMPONENT bug
  163. Measuring Vertex Cache Size
  164. Is it possible to store vertex array indice data in video memory
  165. Screen coordinates in shader
  166. using dynamic index with static vertex-array with VBO// Normals
  167. NURBS-based real-time 3D engine
  168. Waiting for sync when flushing with glut. CPU overload.
  169. need help
  170. Selection and Feedback using a ....
  171. Do the graphics cards support hardware overlay planes?
  172. Light and material BUG on NVidia GT6800
  173. no need for glflush!?
  174. BindTexture(GL_TEXTURE_2D,0) is validate?
  175. 0.0 x sth
  176. Need help showing parallel lines during rotation
  177. PBuffer RTT & shaders
  178. Need a example about bump mapping!
  179. How to render a earth or teapot with texture?
  180. Doom3 environment Bump mapping shaders questions.
  181. Two mouses?
  182. many rendering context
  183. DisplayList performance problem
  184. Stencils, Textures & Depth, a bug on ATI?
  185. Asynchronous read-back perfs with PBO
  186. Multitexturing with Lightmaps
  187. ARB FP - Strange multiply issue. (driver bug?)
  188. Early z and stencil buffer
  189. Hermite surface drawing problem
  190. Detail tex + ??? = Detail bumpmap
  191. Native Formats/Alignment vs. AGP Aperture size
  192. high performance software renderer
  193. fragment program & switching pbuffer context
  194. multithreading Problem
  195. mapping texture to trapezoid
  196. MRT, render to texture
  197. from a raster point to wolrdcoordinates
  198. Vertex Buffer Objects performance issue
  199. Depth test and selection (help!)
  200. How to compute the time spent by AGP8X?
  201. Float extensions are out...
  202. workaround in ARB_vp by MUL'ing by 1?
  203. pbuffer rendering and zbuffer
  204. render to texture
  205. Intel's declining support of OpenGL
  206. texture mip unload
  207. how to mix TEXTURE_2D and cube map texture in the one single pass of the multitexture
  208. Reflection always shifted to the right
  209. 16 bits Texture 3D and Lookup Table
  210. My Questions about texture mapping
  211. changing the color of a luminance/alpha bitmap
  212. A quick technique for light scattering clouds
  213. Problem about rendering to depth texture
  214. Access to Framebuffer
  215. why glLogicOp no use RGBA?
  216. Reverse projection problem.
  217. LKML : Linux-friendly graphics card : "we need experts in 3D graphics"
  218. depth buffer
  219. Multitexturing and Cubic Env Mapping
  220. Multitexturing and Cubic Env Mapping
  221. EXT_render_target
  222. Help!Problem about GL_STEREO ?
  223. MIssing gl/device.h
  224. performance problem with glTexSubImage2D on recent Nvidia card
  225. using high-poly character models in OGL apps
  226. picking or selecting a triangle of a mesh?
  227. depth buffer readout performance
  228. Print Cg shader output
  229. New 16 and 32 bit textures and float buffers, speed and method
  230. Will multi modeling transform operation affect the final rendering result?
  231. nVidia issue, too little geometry, slowdown
  232. bitmap to represent 2d terrain?
  233. patent
  234. How to render to single channel float cubemap texture?
  235. tutorial opengl extensions under linux
  236. "sweep selection" volume
  237. PBO performance of PCI-Express cards
  238. dynamic geometry and VBOs
  239. Point sprites and vertex programs
  240. Optimizing VBO usage
  241. Unwanted colour buffer clearing
  242. 32 bit p buffer problem...
  243. GL_ARB_vertex_blend
  244. enabling more than 4 texture units on gffx without error
  245. arb_vertex_program and fog
  246. how opengl deals with the negative value in textureCoordinate
  247. glGenBuffersARB problem
  248. OpenGL access to 64bit (16bit per channel) texturing , filteriing and blending
  249. Early Z rejection
  250. Problems with pointsize using POINT_SPRITE_ARB in a paritclesystem