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  1. Engine design problem.
  2. Using gl_ClipVertex in GLSL
  3. move camera with pixel
  4. getting Z buffer without rendering
  5. Water Caustics Problem
  6. camera simulation
  7. Infinite shadow volumes
  8. FBO and 3D texture
  9. pseudo register for glGetError
  10. toggle between display
  11. Dynamic Shadow Mapping - FBO's and Cube Maps?
  12. Problems with dot3 cgShader on differnd profiles
  13. about s3tc and texture compression
  14. Passing RenderTexture to Cg
  15. texture alpha value
  16. GL_REPEAT and interpolation problem
  17. advanced texture blending
  18. point sprites vs. quads
  19. Fragment Program and Pixel Locations
  20. Anisotropic filtering for 3D textures
  21. Stipple dash length for diagonal line
  22. EXT_separate_specular_color faulty?
  23. On volume texture atlases
  24. HELP! Windows icons are disappearing!!!
  25. right way to check for hardware accelerated floating point blending
  26. Problem with GL_ATI_fragment_shader
  27. NVIDIA software fallback
  28. GLSDK and Pbuffer problem?
  29. NV_depth_clamp and GL_SELECT mode
  30. 3D scne and 2D primitives
  31. Question about bumpmapping.
  32. JoyStick Implemetation in GLUT
  33. ARB_fragment_program view vector
  34. fbo, pbo, vbo & render_to_vertex_array
  35. Possible to reflect specular highlights?
  36. texture filtering precision
  37. downsampling floating-point NPOT textures
  38. Question About NURBS
  39. gluNurbsSurface stopping short
  40. Move calculation from cpu to gpu
  41. Automatic Texture Coordinate Generation in fragment Program
  42. NV Quadro 3400 BufferSwap problem
  43. How do I make a seperate Window?
  44. problems with glEvalMesh...
  45. Rendering a list of structures - Advice
  46. using compressed textures
  47. deferred shading and different materials
  48. different attenuation on 3 axis
  49. Own Image Format
  50. Walking up the hill..
  51. Multitexture setup for GLSL
  52. 3DS, mesh and ROCK'N'ROLL!
  53. Loading textures, methods, ideas, suggestions are welcomed.
  54. Cube Map Texture Selection
  55. Drawing 2D rectangle w/ unique fill
  56. speed of GL_PROJECTION vs GL_MODELVIEW?
  57. CAD- locating exact 3dpoint on primitive
  58. FBO driving me crazy..
  59. a disk constantly facing the user
  60. HW aided skeletal mesh deformation...
  61. I have a Spline curve,How could I Generate a 3D tube base on this curve?
  62. How to programme OopenGl on Network
  63. Multiple FB's in FBO
  64. Selecting object in 3D in editor
  65. glCallList fails to render
  66. How to treat RGB as transparent ?
  67. draw a depth map
  68. problem with perspective view
  69. Load a S3TC (DDS) texture without mipmaps.
  70. arb_fragment_program + ATI = slow
  71. Clipping Planes and Precision
  72. SLI development, anybody?
  73. Lightmap generation/Shadow calculation
  74. OpenGL bugs on specific platforms only?
  75. Multi-Head Multi-Card
  76. Save compressed texture
  77. Clearing the ZBuffer of a PBuffer doesn't work
  78. Cg and Sh
  79. Destination blending in multisample pbuffer
  80. Define which triangle is visible?
  81. morphing surfaces...
  82. Memory texture
  83. Vertex cache size.
  84. glEdgeFlag
  85. Approximating gaussian blurs
  86. Nurbs Evaluator
  87. Clearest method of drawing a texture to 2D screen
  88. image/texture library
  89. linear sampling in frag shaders
  90. Automatic normal per triangle
  91. How OpenGL manage it's Video Memory
  92. Display Quadrilateral
  93. FBO, FLOAT, HDR
  94. Regarding VBOs
  95. sampling extra texture in fp boosts performance !?!
  96. FBO and multitexturing
  97. instancing support and multiple render targets
  98. Do drivers typically reset redundant states?
  99. help
  100. Problem with glDrawRangeElementsEXT
  101. Point Sprites and Environment Maps
  102. Floating point textures, negative numbers and value range
  103. Orthographic projected textures
  104. Problems with WGL_TYPE_RGBA_FLOAT_ARB
  105. Alpha channel with multitexture glDrawElements
  106. Finding correct tangent vectors
  107. glFlush in multi-thread.
  108. I have a demo, and it needs testing
  109. possible to calculate near clip?
  110. Zbuffer disabled and picking
  111. Mixing OpenGL and GDI
  112. "Ping Ponging" Frame Buffer Objects
  113. PBO on ATI
  114. Confused about rotations...
  115. multi monitor support for 4 monitors?
  116. FBO, floating point buffers, and clamping
  117. Cube Map Cg Shader - hard
  118. ODE help - Spaces and collision detection
  119. Can you mipmap a depth texture?
  120. dxt3 or dxt5?
  121. VBOs questions
  122. problem using gluUnproject
  123. order indapendant transparency and shadow mapping
  124. Rendering instances of animated mesh
  125. Matrices - Performance Question
  126. Frame buffer color keying
  127. Moving back to software - when?
  128. Check if framebuffer or stencilbuffer changed
  129. glDrawPixels + get pixel user clicked on
  130. set color for Nurbs object
  131. Ambient lighting with multitexture normal mapping.
  132. CPU or GPU shadow extrusion?
  133. Multiple occlusion queries
  134. minimizing blended billboard popping
  135. zbuffer writing without rendering
  136. FBO + glGetTexImage == no go?
  137. FBO problem in GFX5200
  138. Aspect ratio for 2D quads when rotating
  139. which API calls are asynchronous? (maximum throughput)
  140. Cg ridiculousity
  141. Loading OpenGL app. from OpenGL
  142. Polygon Performance
  143. Performance measurement
  144. WGL_ARB_render_texture slow with NVidia
  145. Get supported resolution...
  146. Help! Drawing to pbuffer causes 1282 invalid operation?
  147. pleblem of using 3d texture
  148. WGL_ARB_pbuffer vs. PFD_DRAW_TO_BITMAP
  149. So, how is FBO on ATI coming along?
  150. Using several texture units, or fetching several times
  151. Early z-test
  152. which parameter can a texture object keep
  153. Tricky Blending
  154. problem when using 3d texture
  155. Skewing of glut primitives problem!
  156. unknown error code (related to FBO's?)
  157. Shadow map to bitmap
  158. glGetTexImage
  159. no depth in pbuffer
  160. FBO & attached depth texture
  161. Z-fighting for shadow volumes on ATI cards, and a question about NV_DEPTH_CLAMP
  162. Texture Problem
  163. order of texture sampling
  164. Pixel popping when using scissor test
  165. problem of 3d texture
  166. opengl latency
  167. 3DS/MAX Key Frame Animation In OpenGL
  168. evalutors
  169. I want do bone animation reading from the file, but what kind of file format?
  170. rotate of 3d texture
  171. rectangle textures and multitexturing ? (FBO inside)
  172. how to use glut in VB6.0?
  173. Projection for tiled renderer
  174. Capped Shadow Volume
  175. PS3 and OpenGL
  176. texture order
  177. Nurbs fitting with length restriction
  178. Conditional branching on NV4x
  179. loos focus and display by resize window
  180. Doom3 like attenuation ?
  181. Doom3 with Relief Mapping
  182. Copying rendering context
  183. glTexSubImage2D Screws up Texture
  184. fog with blended polygons
  185. check if shadow map is correct
  186. VBO / ARB_vertex_program problem
  187. 3d texture on pc
  188. pbuffer copy problems
  189. Dynamic cubemap + FBO
  190. libGL and libGLU exported functions
  191. HL2 models in the real world
  192. framebuffer reading and re-color pixels
  193. Subtexture Tiling: Possible?
  194. system reset via simple GL program
  195. FBO Bug ? (fragment discarded)
  196. glMaterial is causing crash
  197. 3dlabs Realism 200's OpenGL Extentions
  198. What's problem with gluProject and gluUnProject
  199. PBuffer not working
  200. suggestion: refining functions
  201. nivida drivers linux
  202. Float pbuffer
  203. 3d texture mapping
  204. Non Power Of 2 Texture
  205. floating point textures and gluBuild2DMipmaps
  206. Problems passing UV coords.
  207. Early-Z, FBO, HDR
  208. floating point cubic textures?
  209. Cube shadow map lookups
  210. where can I report the NVIDIA driver's bug
  211. fragment position
  212. depth buffer and texture mapping-based volume rendering
  213. Something's wrong with my tangents and binormals
  214. sorting front to back
  215. Shadow mapping and cubemap
  216. Vertex Array slowdown (vs. Immediate Mode)
  217. Colourise texture on old hardware
  218. HDR loading/displaying
  219. wglShareLists ATI driver bug?
  220. Selection Mode, selecting front poly only
  221. Multi-thread application about OpenGL
  222. Making a texture from the currenct Mac OS X desktop/screen?
  223. Convert Bitmap to 3D Extruded Mesh
  224. Stencil pattern does not work correctly
  225. Multitexture extension and selective transformation
  226. High Res Textures
  227. OT: Graphics Research
  228. Two-sided tangent space lighting
  229. large 3Dtexture do not generate GL_OUT_OF_MEMORY on NVidia cards
  230. framebuffer clamping
  231. yes ... another shadow mapping question
  232. How to get 3D points from true type font?
  233. FBO - cubemap rendering
  234. Render to textures but with a reverse order?
  235. Problem with textures
  236. Perspective Cube Shadow Maps
  237. help w/ ARB_OCCLUSION
  238. ok, so what with that antialiased pbuffer on ATI?
  239. dual monitor issue
  240. problem in using multiple threads in openGL
  241. mgs2 color smearing effect
  242. PBuffer & MultiThread
  243. Is this a correct way to compute the scissor rectangle?
  244. Float texture
  245. Performance drop after drawing a line
  246. projection matrix question for tom
  247. Problem with plain old per vertex reflection cubemap
  248. nVidia drivers - ever heard of OGL_App_SupportBits?
  249. 3 detail maps and a colormap with only 2 tex units
  250. disabling fragment shader within multipass