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  1. Curved surface shadow volumes computed completely on hardware?
  2. Vertex Arrays: Interleaved or seperated arrays?
  3. How to implement an openGL window into a "Windows-window"
  4. Z-test before and/or after fragment program?
  5. 3d Texture Compression
  6. RGBE texture loading
  7. Float texture
  8. openGL right for per-pixel 2D ?
  9. tangent space with smoothed normals
  10. Multitexturing for "realistic" planet rendering
  11. stencil backwards
  12. glPolygonMode problem
  13. wglUseFontOutlines and TextOut
  14. Problem with gluPerspective view?
  15. FBO Performance
  16. Projective Texture Anomalies (projtex.c)
  17. FBO, ATI and rectangle textures
  18. Congrats to Gremedy
  19. Small VBO problem with NVIDIA
  20. Why glReadPixels always read alpha value as 255
  21. half vector problem with directional light
  22. Depth Texture -> MipMap -> GLSL Shader?
  23. Ati catalyst 5.6 NPOT texture bug
  24. Pbuffer and extension function pointers..
  25. Intercepting the Interceptor
  26. FBO: depth buffer as texture
  27. ATI support for fragment.position and copy to depth texture
  28. FBO and cube map on ATI card with Catalyst 5.6
  29. Can FBOs do this?
  30. glTexEnvi Blending Problem.
  31. sized internal texture format support?
  32. pBuffers and FBOs
  33. gl*ClientState every frame?
  34. Pixels-per-inch and off-screen Bitmap
  35. whos using collada?
  36. I really need help on this one
  37. Test please...
  38. WGL ATI render texture rectangle
  39. very large VBO and wrong points
  40. Rendering more than one light.
  41. incomplete extension registry
  42. pixmaps, glRasterPos, and rotation....help please
  43. Passing texcoords problem... again.
  44. glDrawRangeElements and _nv001100gl segfault
  45. Problem with DOT3 bump mapping implementation
  46. No FBO on Geforce 4MX?
  47. refresh rate.
  48. calculating specular
  49. How can I get the value of x1,y1,z1 after glRotatef() in selection state?
  50. FBO and Fragment Shaders on Nvidia / Linux
  51. gDEBugger Version 1.5 is out
  52. GL_POINT_SPRITES_ARB slow w/ 6600gt, fast w/ 9800pro wth?
  53. Rendering gizmo (3d handler)...
  54. gloss mapping using seperate gloss texture
  55. ATI / Nvidia driver differences
  56. How to make a alpha test when glTexSubImage2D
  57. fbo stencil attachment not working
  58. complex blending
  59. update 2d texture stacks
  60. Self Collision Detection
  61. fbo+ drawbuffer(s)
  62. Analytically computing normals for volumes
  63. Problem about "Bezier Spline"
  64. VBO on Nvidia / Linux / bug in driver?
  65. FBO with 3d texture as color attachment
  66. Multi shadow mapping+fogging
  67. Feedback of reconstructed triangles?
  68. for a better understanding of shaders
  69. Yet another FBO question
  70. ATI VBO with SHORT geometry insanely slow
  71. glGenTextures() not thread safe?
  72. FBO causes my VBO to crash
  73. www.amanith.org (opensource c++ vector graphic framework)
  74. glutStrokeCharacter prints stroke font not found
  75. CPU usage at 100% even with vsync ON?
  76. FBO and Depth Buffering
  77. ATI, FBO, glGenerateMipmaps
  78. Why gluUnProject returns incosistent Obj Coords?
  79. transfering depth data into / out of FBOs
  80. Trailing camera
  81. PBO problems, and nVidia particle demo doesn't work??
  82. To Map() or not to Map()?
  83. FBO and GL_RGBA32F_ARB
  84. TIMER?????
  85. problem using fbo, please HELP
  86. Creating images from OpenGL
  87. best normal mapping technique for Open GL 1.4?
  88. Problem with shadow volume rendering
  89. FBO's driver implementation - use more than four texture in a fragment program
  90. Floating point PBuffer on ATI cards
  91. NV FBO Performance, Part 2
  92. glutMainLoop returns Storage_Error Help
  93. PBuffer & AUX texture bind question...
  94. ATI: "invalid operation" on glTexImage2D with depth-textures
  95. Conventional and generic vertex attributes (ARB_VERTEX_PROGRAM)
  96. zfail single pass shadow volumes and patents
  97. Data file with 3D vertices needed
  98. Extrusion of gluQuadric quadrics
  99. rotate the texture
  100. [Question] How I can compile displayList in other thread?
  101. optimal VBO arrangement.
  102. Copy between two FBOS
  103. Calling display lists are slower
  104. OBJ file translation
  105. OBJ file translation
  106. WIN API
  107. transparent shadow mapping: How To?
  108. Large Texture Support and/or Paging Techniques
  109. RTT + AA?
  110. Frame rate varying with VBO
  111. problem computing ... (solved)
  112. Any info about GL_NV_timer_query?
  113. No FBO on Quadro FX 1300?
  114. Dual GPU control without SLI, Drawig to multiple GPUs (no SLI)
  115. Video Processor on Geforce 7800 GTX, How to access the video processor
  116. fast pbo with ,nvidia
  117. Shader issue
  118. Question reguarding VBO's
  119. FBO, MRT and GLSL on ATI (current state of play)
  120. Rendering in the same window
  121. GL_EXT_framebuffer_object in Catalyst 5.7 ;)
  122. Linear Mipmapping with transparency bitmap color
  123. Problems with stencil - Renderbuffer
  124. FPS loss with two monitors on a 7800 GTX
  125. async texture loading
  126. Java Wireframe to OpenGL
  127. A header file for colours.
  128. FBO: Unknown error (0x0506)
  129. nVidia crash (cause yet unidentified)
  130. 3d render texture
  131. GLSL - pre-processor?
  132. offscreen rendering
  133. Frustum Culling
  134. gluProject and gluUnproject source (for float data)
  135. Divisory lines with cubemap
  136. problem using OPTION ARB_fog_linear in fragment program
  137. glortho and depth buffer
  138. FBO, PBO, Texture Upload / Download Profiler
  139. linux, fbo, nvdia: RGBA32F unsupported?
  140. multisampling and RTT
  141. glGenTextures touching my memory?
  142. Multi-Pass Per Object Glow?
  143. non-power of two performance?
  144. Off-topic: hardware that supports occlusion quieries
  145. billboarding with a roll
  146. FBO: glGenerateMipmapEXT -ATI
  147. 3 Tonemapping problems
  148. fast text rendering -- how??
  149. Diffuse convolution filter
  150. New 3d engine, need suggestions
  151. NV_pixel_data_range....
  152. nv77.18 stereo option disappeared for quadros
  153. Could u find the error in this code
  154. Some questions on vertex arrays
  155. Batching and VBO's
  156. GLSL with glDrawPixels
  157. Why sending polygons in wireframe mode is slower ?
  158. Accessing depth texture from fragment program
  159. FBO dimensions limitations on ATI
  160. Vertex Attribute Aliasing on ATI
  161. two short questions
  162. copying from texture to vertex buffer
  163. FBO support on ATI cards? When to expect?
  164. nvperfkit for linux
  165. Chained FBO textures
  166. gDEBugger v2.0 Beta is available for download
  167. switching screen resolution increases performance??
  168. how to do floating point blending
  169. Order independent transparency
  170. questions regarding my shadow code *UPDATE*
  171. problem of fps
  172. OpenGL ovelay verification
  173. why no shadow cubemaps?
  174. I need some document of GL_NV_occlusion_query and VBO
  175. area calculation
  176. Rendering to a texture, and using that to texture a triangle
  177. How to delete a mesh?
  178. FBO, PingPong, Shared Depth Render Buffer Problem
  179. Polygon Antialiasing
  180. Should Microsoft enable OpenGL to run as an ICD under Windows Vista's Aeroglass
  181. FBO, ATI, and texture with only one float color component
  182. bouncing ball
  183. Texture compression tutorial needed
  184. enabling fragment program causes invalid_operation
  185. Creating models suitable for vbo's
  186. VBO performance issues ... again !
  187. Deferred Shading & Anti-Aliasing
  188. Compiler options and extensions in GLSL on NVidia hardware
  189. FBO Question
  190. Fragment Shading in a Threaded Plugin
  191. Single Pass Dual-Paraboloid Shadow Mapping
  192. Texture mapping on warped mesh
  193. Yet another FBO question
  194. GL_SELECT slow on ATI x800
  195. ATI can't use glDrawElements in a display list?
  196. Render to depth textures and FBO
  197. Geometry Instancing
  198. help required
  199. FBO and Texture3D
  200. :( trouble reading back the stencil buffer
  201. High-quality transparency in one pass?
  202. GL_BLEND and fp pbuffer SLOW !
  203. PBuffer Faster than FBO on ATI?
  204. Problems with drawBuffers
  205. help with orthographic zoom
  206. Questions about FBOs
  207. glReadPixels giving problem.
  208. Drawing PBuffers to eachother
  209. Fragment/vertex program HW/SW support
  210. FBO switching or switching FBO bindings
  211. Menu's and texts
  212. stereoscopic driver add-on
  213. Selection Problem
  214. Texture manager (always ready texture objects)
  215. VBO max vertices?
  216. How to know how much memory one uses?
  217. Multiple VIewports and Mouse
  218. Element buffer offset?
  219. what is pbuffer
  220. Shadow mapping problems
  221. Can't bind pbuffer to depth texture
  222. University OpenGL project
  223. For a more understanding of shaders
  224. Texture Formats and FBO
  225. wglChoosePixelFormatARB
  226. Problem with shadowmaps
  227. depth textures not working with fbos
  228. Plane in viewport space
  229. Blenders look different on various graphics adapters
  230. speed with GL_FRAMEBUFFER_EXT
  231. Drawing Very Thick Lines, 2D antialiasing.
  232. glMaterialfv and GLSL shaders
  233. NURBS and it's Performance
  234. Render to Texture and keeping alpha
  235. reading color buffer to save as bitmap
  236. Text output on NVIDIA chips: bitmaps vs textures - different results!
  237. Limiting the shader
  238. Plotting Objects on the surface of a sphere
  239. Integrating glGenFramebuffersEXT and Maya...
  240. Tesselator and geometry shader talk
  241. Megatextures?
  242. can not update shadow-map
  243. Coons Surface problem pls Help
  244. help me for Coons
  245. Clipping planes differs on Nvidia and ATI
  246. Problem with render-to-texture
  247. Anyone recalls the demo posted some time ago? : faked soft shadows
  248. Per Pixel Lighing - old HW (help!!)
  249. How to retrieve points information on a rendered window?
  250. FBO & mipmapped fp16 cube maps