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  1. arb vertex program not working
  2. FBO spec posted
  3. Problem with alpha writes within Fragment Shader
  4. opengl2.0 curiosities -- thread not for the short tempered --
  5. How to detect if AA points are accelerated by hardware?
  6. Optimization advice
  7. OpenAL problem
  8. GenerateMipmapEXT() in FBO spec..
  9. PCF, need some info
  10. gpgpu image processing
  11. triangle strip cache size
  12. Rendering image wihtout using DIB in openGL
  13. Wanted: aux buffer stories
  14. problem with normals computation
  15. Perfect Sky/Cloud Plane
  16. ANNOUNCE worlds first unified shadow game
  17. multiple pbuffers and early depth culling
  18. C++ Builder and disappearing OpenGL rendering
  19. GLSL Card Profile Program Validator
  20. multiple rendering contexts, multi-texture states?
  21. Texture access in GLSL
  22. Get the square position in 3D chess board
  23. OpenGL sprites
  24. Lightmaps and shadows
  25. TEXTURE_3D Help
  26. glBindAttribLocationARB questions
  27. Rotating arbitrary blobs
  28. sampleRect - nVidia hardware
  29. can anyone explain why display List renders much faster?
  30. Halved performance and problems with DualView on nVidia
  31. Use glreadpixels to query data
  32. Cg Shader : Curious problem
  33. constructive solid geometry
  34. Lighted texture
  35. ATi: apply 2 or more depth textures simultaneously?
  36. gDEBugger new version is out. We would like your feedback
  37. TEXTURE_3D and Performance
  38. Triangle strip VS list, and other
  39. glow occlusion
  40. Random Graphics Thoughts
  41. Any reason to still use power of 2 textures?
  42. Bad Idea for stencil buffer shadow maps.
  43. Just finished new game "Big Fish" but have some questions
  44. Point Sprites and glslang crash my system
  45. Clip Region slows down on GeForce cards
  46. Problem with wglUseFontOutlines: state changes
  47. A problem with rendering to a texture
  48. multi-vendor fragment shader implementation
  49. Video signal deformation
  50. Lower VAR/VBO performance with newer NVidia drivers
  51. Future of ARB_fragment_program ?
  52. gluUnProject
  53. Problems with glMultiDrawElementsEXT and Vertex Buffer Objects
  54. So tell me, why should I use PBOs?
  55. How to detect "vector primitives intersection"?
  56. Quack3 BSP and MD3 character
  57. fragment depth in fragment shader.
  58. 3D Texture error on ATI
  59. glFinish Slow
  60. Weird fixed function text rendering and glsl fragment shader problem.
  61. Texture from pixel buffer has no color, see screenshot.
  62. quality / standard conformance of GL implementations
  63. Pixel Buffer Objects
  64. nvidia's pbo test tool
  65. drawing on textures
  66. Improve particle engine
  67. problem with glm.c (nate robins wavefront)
  68. GL_LINE_STIPPLE causes inaccuracy
  69. l3ds
  70. 32 bit integer single channel color buffer & FBO
  71. Multiple hardware accelerated monitors on SLI
  72. Pixel-perfect drawing
  73. Clamping texture coordinates
  74. glUniform [ i ] fvARB problem
  75. Tangent Space Generation on GPU
  76. Creating OpenGL commands at runtime
  77. Composed shadowmaps
  78. Integrating a VNC display
  79. fragment programs and tex units question.
  80. glMapBuffer() returns NULL
  81. Cubemapping, what am i doing wrong?
  82. best place to pause cpu
  83. texture look-up using ATI_fragment_shader
  84. texture-lookup using ARB_fragment_program on ATI FireGL card
  85. Possible to display sharp scalable text with FreeType?
  86. Transparency for cut-outs without ordering?
  87. occlusion query not 'almost free'
  88. ATI and FBuffer: false publicity ?
  89. MRT performance problems
  90. Moving the mouse pointer
  91. Drawing a 3D arc
  92. Lighting and multitexture
  93. Problems rendering to FP texture
  94. flipping textures
  95. Pseudo volumetric smoke particles
  96. Changing text colour half-way through?
  97. linear min/mag filtering with 16fp nv_float_buffer
  98. Fastest method of CPU to GPU vertex data transfer
  99. Histogram
  100. invalid texture problem
  101. slow texture upload
  102. Dithering textures
  103. wglMakeCurrent failure
  104. tri strips/fans hardware side: reset, degenerates, and anything else
  105. Half Like 2 like water
  106. Particle System API
  107. OpenGL and ICC profiles
  108. Detecting the mouse on rotated geometry
  109. floating point blending woes
  110. better volumetric lighting
  111. Animation of Textures
  112. 2D cross section of a triangle mesh (problems on ATI cards)
  113. do I need to render on a second thread?
  114. Quake3 Overbright & Lightmap
  115. NVIDIA Forceware 75.90 => OpenGL 2.0.0 & fbo
  116. about per-pixel lighting
  117. ATi: fragment programs expose wrong light position?
  118. "Flickerless" Buffer Swap
  119. Flaw in OpenGL line rasterization
  120. Strange fp pbuffer copy performance drop
  121. FOAM
  122. Surface display screwed up during zooming
  123. CG and GLUT
  124. Cube map reflection behavior
  125. colouring triangles
  126. opinion needed, Collision detection and response
  127. pixel values b4 framebuffer
  128. about draw 2d line
  129. Shared lists bug on NVIDIA?
  130. GLX context sharing ?
  131. unique ROAM VBO issues and a clincher
  132. Color ID picking and antialiasing problem
  133. What is happening?
  134. Problems subloading GL_LUMINANCE_FLOAT32_ATI textures
  135. polygonOffset and depthMask
  136. [OT] NVIDIA Forceware 71.84 + VBO MapBuffer + GLSL = Access Violation?
  137. [Streaming] Video on a texture - ?
  138. for loops
  139. flickering trees
  140. querying AGP memory
  141. Billboards and depth buffer
  142. GLX Pbuffer and glCopyTexImage2D troubles.
  143. using 3D models in OpenGL
  144. glMapBufferARB problem with ATI card
  145. Suse doesn't Compile for OpenGL!
  146. Fastest and Easiest Render-to-Texture method?
  147. Something missing in glspec20
  148. glViewport
  149. Cube maps for shadows on NV40
  150. Problem with stereo and fullscreen
  151. new drivers: early z-test and texture borders
  152. help me ,please!
  153. Shadows + Transparency?
  154. context sharing
  155. 128 bit color
  156. ATI's normal map compression
  157. heat wave effect
  158. Catalysts 5.3 released.
  159. Generate .Avi File with Memory HDC (random pixels)
  160. render to alpha texture sux with NVIDIA cards !?
  161. OGL2.0 donnot support RECTANGLE texture?
  162. Composing rotations
  163. Peak performance
  164. gl caps?
  165. diplaylists: glVertexPointer and such
  166. Uniform Structs in Cg
  167. issues with shadow projection with stencil
  168. Unreal Engine 3.0 at GDC 2005
  169. Realistic Reflective Mapping
  170. cloud shader
  171. alpha clipping
  172. using a texture with GL_R3_G3_B2
  173. UNSIGNED_INT_10_10_10_2 packing
  174. EXT_pixel_buffer_object and render to vertex array
  175. NVIDIA's registered developers
  176. specular lighting problems
  177. WGL_NV_rtr + WGL_ATI_pff
  178. How could I render 3D-hair with OpenGL?
  179. why secondarycolor is restricted to 3 components and not 3 or 4
  180. Programming in Quadro?
  181. glTexSubImage2D not working right
  182. Texture problem
  183. Render to volume textures
  184. Blur offscreen buffer (Soft Shadows)
  185. Standard Pipeline GLSL
  186. how to draw 2d lins fast?
  187. ARB_fragment_shader VS. ARB_fragment_program
  188. ATI 9600 and Resident textures
  189. Visualization Problem in Opengl
  190. 'W buffering" with opengl, how to?
  191. alpha blending for floating buffer
  192. How to display two value bitmap efficiently?
  193. FBO and multipass
  194. Fog with pixel shader (arb_fragment_program)?
  195. How could I let a NURBS curve go through all its' cotrol points?
  196. Enable conformant OpenGL texture clamp behaviour
  197. about GLdouble
  198. Using display lists and need help creating VBOs instead.
  199. Render to current (!) Texture on Nvidia
  200. Pointsprites using glDrawElements
  201. scene darkens when interpolating 3 textures
  202. about glReadPixels
  203. Fast depth-of-field in OpenGL - How to do it?
  204. Model Loader in C
  205. ARB_fp questions
  206. glTexImage3DEXT Error !!
  207. AGC in HDR Rendering
  208. Rendering to a texture
  209. meaning of z component of projection matrix
  210. opengl texture sampling
  211. standard graphics lerp
  212. occlusion query IDs
  213. Help in multitexturing
  214. S3TC Compression on Linux
  215. ARB_fragment_program(from beginners forum)
  216. Masking Problem, any one could help, Urgent!!!
  217. 2D & 3D Texture Coordinate System
  218. Drawing "masked" character also with transparency- WHY?
  219. Masking and semi-transparency together
  220. S3's horrible opengl drivers
  221. what is the fastest way to draw text?
  222. Stencil Buffer Shadow Overlapping
  223. FYI: Readback performance, lots of it
  224. Color buffer changes even after disable writing
  225. Glows
  226. Silhouette edges
  227. Shadow Mapping FPS Woes - Pos. ATI Driver issue
  228. Looking for help with glDrawArrays
  229. Stencil Buffer : glStencilOp problem ?
  230. Selection Mode is slooooow!
  231. Selection Mode is slooooow!
  232. Separate Stencil on NVidia
  233. Help needed with VAR
  234. A problem of Frustom
  235. did arb_uber_buffers ever materialize?
  236. Front to Back Alpha Blending
  237. Quaternion and vectors
  238. Gtk and OpenGL
  239. Trouble with NURBS...
  240. stencil.c : eerie behavior ?
  241. Api to get the screen width and height in mm
  242. Optimizing glows...
  243. I want better cubemap egdes
  244. Shadow Mapping Projection Question
  245. Rendering correctly according to time
  246. FBO and texture eviction
  247. Fragment+Vertex Program, ATI
  248. problem in using glTexSubImage with borders?
  249. Questions about VBO
  250. Problem to load bordered 3D texture