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  1. NPOT 3D Textures
  2. Texture units question
  3. Helpppp with GLUT
  4. Helpppp with GLUT, fullscreen and size of windows
  5. HELP: PBO + pbuffer Problem!!
  6. Viewport Space to Light Space
  7. OPTION ARB_position_invariant, bug on nVidia Drivers?
  8. Linear interpolation using "packed" image format
  9. GLUT and framebuffer size
  10. Early Z rejection
  11. Problem with PBOs
  12. a bit of selfpromotion
  13. ATI 5.8: glGenQueriesARB() & glIsQueryARB()
  14. NVIDIA Linux PBO + FBO allows incomplete downloads
  15. Hand tuning NV Fragment Program from Cg
  16. Cube map access in fragment shader
  17. Floats from a shader?
  18. Binding a VBO to a FBO
  19. Transparency Problems
  20. Kick start OpenGL before setting pixel format
  21. On-screen + texture drawbuffers possible?
  22. Check My Engine if you like :) BeK Engine
  23. 16bits per channel texture ?
  24. Origin of "GLvoid"
  25. Antialiasing (multisampling) and float pbuffer and/or render to texture
  26. Avoiding redundant vertex transformations
  27. fp40 profile and Cg Optimization
  28. 2d texture composition
  29. texture mapping result
  30. Hand Model
  31. How to create a solid object out of a quad rendered with an RGBA texture?
  32. Color attachments in FBO
  33. glElementArray performance issue
  34. glAreTexturesResident
  35. OpenGL in MFC
  36. What's wrong with this NV_fragment_program2?
  37. Questions about mapping huge array to GPU
  38. Two pbuffers and NV VAR2 poor performance
  39. Display list corruption when list created in shared library
  40. How to detect GLSL kicked to software.
  41. NV_depth_clamp and Stencil Shadow Volumes
  42. proper use of gldrawrangeelements
  43. What's wrong with this GeForce 6600 GT, please help?
  44. Animating 3D models in C++/C#
  45. Feedback on the FBO specification needed!
  46. Need Texture Mapping Help
  47. Serious bug in Intel ICD
  48. Can you do multiple indexed buffers?
  49. Pbuffer RTT - wasteful?
  50. Repeat non power of two texture
  51. Wood Texture
  52. Valid pixel data for overlapping regions of a window
  53. mirrors and wrong projection (or something)
  54. BAD texture mapping troubles! (with "on-screen" sprite render)
  55. Help!
  56. Shared cubemap texobj issue
  57. best way to determine vertex occlusion?
  58. sanity check
  59. Z-buffer
  60. gDEBugger version 2.0 was released
  61. Particle simulation - number of fragments(pixels) not equal to the window size.
  62. Problems with NV_texture_shader and DOT_PRODUCT_TEXTURE_2D_NV
  63. FBO, stencil buffers, and AA
  64. suppress self shadows
  65. Creating a region
  66. GL_EXTX_packed_depth_stencil
  67. depth bounds
  68. GL_FRAMEBUFFER_UNSUPPORTED
  69. GLSL skinning
  70. Speed of glCopyTexImage2D... Brace yourself :)
  71. NPOT & auto mipmapping
  72. [maybe OT] HDR texture
  73. Uploading texture, one channel at a time
  74. Simple question about custom lighting
  75. Float cubemap
  76. point smoothing slooow!
  77. Displaylist and VBO test failed on NV6800!
  78. Updating to OpenGL 2.0 gives problems
  79. Multiple OpenGL windows and textures
  80. why shut off the light
  81. Support of RGBA16F for vertex texturing under G6800?
  82. convolution
  83. Volume rendering code
  84. EXT_packed_depth_stencil released
  85. Synchronisation, threads and glFlush/glFinish
  86. bug in nvidia shader compiler?
  87. Inconsistency openGL implementations
  88. Help on managing VMem in multi-windows openGL appl
  89. VBO's and texture tiling: possible ?
  90. matrix hell
  91. how to write this in GLSL?
  92. Current FBO implementation: answers to some common questions
  93. Pitfall in "Avoiding 16 Common OpenGL Pitfalls"
  94. FBO on "older" cards?
  95. FBO and wglMakeCurrent... strange slowdown every 10frames
  96. question about glMultiDrawElements...
  97. Nvidia,float texture help
  98. How can make a bump normal map
  99. glReadPixels and glGetTexImage inconsistency
  100. (pre-)crop texture
  101. depth buffer probs
  102. FBO, NV_fragment_program2 help.
  103. Can the framebuffer of Graphic Card be copy to texture buffer of OpenGL directly?
  104. Ati-Nvidia Difference on Normal Mapping
  105. Inconsistency openGL implementations part 2
  106. Cg and fp40
  107. ATI shader bug + rant on ATI dev support
  108. cgf Modelfile Loading
  109. Program for computing texture coordinates.
  110. how to use gluNurbsSurface()
  111. P-buffer and VBOs
  112. Render target consistency problems
  113. luxinia enginetest with sample games
  114. two sided polygons
  115. a way to save opengl default states and restore them
  116. memory optimization
  117. R520 - no FP texture filtering?
  118. Bugs in drivers in actual games
  119. Cube Mapping textures are flipped
  120. how to fetch free video memory ?
  121. Fisheye Projection Matrix
  122. glCopyTexSubImage2D fp16 -> fp32 slow
  123. [offtopic] water simulation software
  124. display lists and evaluators
  125. performance texture?
  126. Any suggestion about improving 2D Convolution
  127. Selective transparency (transmit some wavelengths but not others)
  128. Dust particle system
  129. cubemap problem when not using mipmapping
  130. Texture coordinate calculation
  131. About MultiTexture .
  132. GL_EXT_framebuffer_object support?
  133. pipeline & transform-"upload"
  134. Visualization of Tetrahedron Mesh
  135. Getting depth texture pixels
  136. geometry instancing on ATi
  137. WGL_ARB_pbuffer - is rendering accelerated?
  138. gDEBugger V2.1 Adds State Variables Comparison Viewer
  139. Display corruption on Gf 6200 go
  140. ATI and FBO support
  141. GLX 1.3 support on HP-UX?
  142. Not seeing expected performance with VBOs
  143. Fbo and stencil?
  144. Offset of a bezier-curve
  145. gluPickMatrix problem.. please help me
  146. double PBO ? or simple ?
  147. OpenGL PipeLine
  148. Blending AA + transparency AA - possible on 7800?
  149. how to draw a instrument panel under OpenGL context
  150. Problem with sending data into display function
  151. glRotate( X, 0, 0, 0 ) changes object's size...
  152. compressing normalmaps
  153. Rotation and Translation woes..
  154. MUL+ADD faster than MAD on NV40 ?
  155. NPOT FBO on NVidia
  156. fbo with depth attachment does not work
  157. Stereo viewing with 2 beamers
  158. OpenGL wiki?
  159. virtual shadow cube map with fbo
  160. several video cards and VRAM
  161. Unprojecting
  162. Problem with Depth test
  163. unstable grath
  164. Lighting and Shadows
  165. Custom filtering (max instead of average)
  166. EXT_PACKED_DEPTH_STENCIL FBO problems
  167. is there any chance for true instancing?
  168. glReadPixels depth vs gluProject winz
  169. polygon offset and line smoothing
  170. can't pick out alpha value in frame buffer
  171. Game-Gabrielle(Unpaid)
  172. how to pack a fp32 in two fp16
  173. vsynch on and cpu usage
  174. glCopyTexSubImage2D can' t work?
  175. How can I compare the RGB value in pixel?
  176. GLU: acquiring Nurbs parameters evaluated by the tessellator
  177. Z-Buffer actualised by Alpha value
  178. How to improve z culling with writing only depth first
  179. GL_RGBD
  180. why glCopyPixels of GL_DEPTH is slower than GL_COLOR
  181. Multiple Monitors and EXT_framebuffer_object
  182. High resolution image flipbook animation APIs/toolkits?
  183. Filling a PBO with multiple threads
  184. Alpha Test
  185. texture in display list and texture coords in VBO
  186. fbo: performance penalty under gf5900 ?
  187. Fragment (pixel) shader constant indexing
  188. 3DS animations tutorials
  189. Stencil Shadow Volumes
  190. Histogram and 'auto-levels'
  191. Volume Rendering 2D vs 3D...
  192. Topographic shader and better indexing
  193. N-body problem on the GPU
  194. cache sizes in graphics hardware
  195. shadow map problem
  196. Automatic texture coordinates
  197. GPU on CPU
  198. Mesh Formats
  199. SGI
  200. A strange problem about texture by int data type
  201. Sharing Textures between Displays
  202. FBO and alpha channel
  203. index buffer swapping (vbos)
  204. NV3X and FBO floating point texture
  205. Only getting 8-bits of precision with depth tex
  206. gl*Pointer's with glinterleavedarray?
  207. Alpha-fading a 32-bit texture
  208. ATI Radeon vs OpenGL
  209. CG texturing problem
  210. Planet Glows in Hegemonia
  211. Problem with HDR textures.
  212. Why VERTEX_BLEND_ARB is not supported in NV Geforce 6200
  213. RGBE vs float HDR
  214. Quake4 Relief Mapping
  215. render to buffer object
  216. Sorting out duplicate vertices [THE ACTUAL POST]
  217. decoding DDS float format (a bit OT...)
  218. Wtf is wrong with my accumulation buffer
  219. GL_EXT_stencil_two_side & GL_ATI_seperate_stencil
  220. FBO and 24bit depth buffer support on ATI?
  221. Cost of switching render contexts
  222. crash after loading a lot of texture
  223. Drawing outside depth buffer
  224. cone in tube
  225. NVIDIA 81.85 and gl_FragData
  226. shadow maps covering lit geometry
  227. cone in tube
  228. "vertex" shadow volumes..?
  229. Has anyone a detailed tutorial(example, article) on Matrix Palette Skinning
  230. Help needed getting picking to work
  231. rate these
  232. Edge-on polys and Texture Stacks
  233. Texture Splatting
  234. which texture filter can get the best grayscale image magnify effect
  235. Cg and updating a state matrix parameter
  236. Dynamic AND compressed textures
  237. Extension library comparisions
  238. GL_T2F_C4UB_V3F performance
  239. depth buffer precision
  240. aliasing effects in gpu-based raycaster
  241. I'm sure it's already somewhere...
  242. 8 pass relief mapping?
  243. GL texture matricies not tracked by GLSL, nvidia 6800?
  244. Is there a list of nvidia GL fixes/updates for drivers (like release notes)?
  245. ARB meeting notes.
  246. blended textures fade-in?
  247. pbuffer pixel formats
  248. GLSL textureRect / samplerRect on ATI
  249. movie player control
  250. The opengl XML database