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  1. Using Pixel Buffer Objects with glReadPixels
  2. FBO multisampling & z-buffering.
  3. GL_INCR and GL_DECR of stencil buffer?
  4. How can I load model in OpenGL
  5. I don't get ARB_PBO right.
  6. strange behaviour on second monitor, 6800go 81.84 winXP/SP2
  7. Urgent: problem in picking
  8. Texture mapping NURBS
  9. Nvidia drivers: how to use block transfer?
  10. Draw PCB circuit
  11. Show drawing partically...
  12. Create objects and keep them based on the data from outside?
  13. Dynamic cubemap through PBuffers - garbage output on all but one face above 16x16!
  14. ATI and arb_fragment_program_shadow
  15. fastest method of writing depth
  16. It will block in OpenGL function when using mutlithread on Windows
  17. checking the bounding box with my transformations...
  18. How is culling done
  19. cg binding doesn't work for me
  20. GL_LIGHTx
  21. How to both ADD and SUBTRACT with one operation
  22. Cube map texture coordinates
  23. Multi-GPU separate work problem
  24. Texture with Tesselated Object
  25. how to change mouse position ,please help
  26. Question about "PBO"
  27. Question about "PBO"
  28. Level Design
  29. nVidia's gpu_videoeffects sample
  30. "asynchronous readback" that call "glReadPixels()" with PBO
  31. display / anaglyphic problem
  32. w Vertex coordinate and depth range
  33. [Maybe OT] From BYTE to JPG
  34. gDEBugger V2.2 Adds Shaders “Edit and Continue” ability
  35. Indexing per vertex attribute
  36. 3d formula for solid tube / pipe
  37. OpenGL Standard Lighting Question
  38. Textures
  39. Polygon Rasterization / Triangulation
  40. enumerating supersampling and multisampling modes
  41. FBO woes (DEPTH_STENCIL_EXT)
  42. Using the Mouse?
  43. GLIntercept 0.5 is out.
  44. gDEBugger problems
  45. Texture mapping with RGBA
  46. CPU & GPU Multithread
  47. frambuffer_object combined with vertex texture fetch
  48. Binding integer vertex attributes. Question.
  49. Standardisation across different GFX cards
  50. Weird NPOT behaviour
  51. Indexed geometry & vertex shader
  52. Any Help Plz!!!
  53. do i have a performance problem ?
  54. 16 bits float + MSAA on x1800
  55. Per Face Uniform Attributes
  56. How to draw a surface with color SMOOTH?
  57. glTexImage2D vs glReadPixels - why so slow?
  58. glsl + GL_TEXTURE_RECTANGLE on ATI 9700 / (win32)
  59. help parsing TrueSpace scn text file
  60. Texture mapping for NURBS
  61. Three Terrain Questions
  62. Bricks & Volume rendering...
  63. Front to Back vs Back to Front Compositing
  64. Problem writing gl_FragDepth when using FBObjects and Floating Point Texture
  65. Performance Trouble FBO
  66. glViewport use/misuse question
  67. raytracing
  68. Front-to-back blending not working
  69. Texture splatting Question: packed Alphamaps
  70. Texture Splatting: Fixed pipeline VS Pixel Shaders
  71. Capabilities issue
  72. Degraded occlusion query performance with nVidia 81.95?
  73. Framebufferobject, DepthTest and Floating Point
  74. Multitexture COMBINE INTERPOLATE help please...
  75. ARB meeting notes
  76. fragment combiner program
  77. Fast way to specify alpha value on RGB to RGBA conversion?
  78. OpenGL on The Web
  79. cost of texture management
  80. Cubemap and GL_BGRA
  81. Quickest scene background redraw
  82. FBO and MRT problem
  83. Picking on a Height Map
  84. Nvidia glReadPixels() driver bug ?
  85. GL_ARB_texture_env_combine
  86. Combiners and 2 texture units
  87. Status of stencil FBO?
  88. ARB_texture_float + 2.0
  89. texture memory problems
  90. Outline of an object.
  91. glCopyPixels() & glCopyTexSubImage2D(() difference ?
  92. New extensions (framebuffer multisample)
  93. Problem with glCompressTexSubImage2D
  94. ATI render to vertex buffer
  95. glCopyTexImage2D + GL_TEXTURE_RECTANGLE on Ati board bug
  96. VBO Performance
  97. Texture borders on GL_RGBA32F textures (ATI bug most likely)
  98. Issues with depthmaps
  99. User Clip planes on Nvidia
  100. openGL heart
  101. extensions, multiple contexts and GLEW
  102. FBO drawing slower than PBuffers? (6800GT)
  103. unicode characters display
  104. how to find bottleneck in volume rendering
  105. how does texture cache work?
  106. How to render to texture with antialias?
  107. FBO Problems when rendering depthbuffer, visually
  108. GLSL NVIDIA bugs,
  109. problem in texture mapping on multispectral image
  110. Specular Lighting with Pre-transformed Data
  111. glTexImage3D uses double the video memory
  112. index buffers and geometry caching
  113. fastest way to transfer texture data from GPU to RAM and back
  114. problem with creating single component float texture
  115. Perspective Correct Texturing with an Ortho projection
  116. fbo shared across GL contexts
  117. 1/4 pixel shift after fragment shaders
  118. Crazy VBOs
  119. glFramebufferTexture3DEXT and floating point 3D textures?
  120. FBO and single channel float texture with HW blending
  121. OpenGL Lighting Model Basic Question
  122. Non Power of 2 texture maps
  123. Crash on compressed texture partial upload
  124. Rendering to depth buffer with FBO
  125. FBO + MRT = SOFT?
  126. Inverted colors on startup
  127. Multiple PBuffers
  128. Problem of drawing line
  129. Extension Entry Points per Context?
  130. 3d textures and memory....
  131. ARB_Multitexture Extension affecting consequent drawing
  132. Problems with glDrawPixels()
  133. FBO: dump contents of a GL_RENDERBUFFER_EXT to the back buffer
  134. PBO support on ATI?
  135. Tangent Space Vector for my Terrain mesh
  136. Solid color not so solid on nVidia??
  137. Strauss Lighting
  138. Create texture w/o copying pixel data to it?
  139. Masking depth buffer
  140. Multitexturing->Mix two textures
  141. Name and depth picking in FBO ?
  142. texture's GL_REPEAT performance
  143. Textures don't work on some graphic cards
  144. float16 Rectangular RTT on ATI
  145. skies and env
  146. Proper use of FBO attachments
  147. Texture indexing in Cg
  148. GL_RGBA32F_ARB
  149. Colormaterial alpha problems with 7800
  150. SLI Optimization
  151. 3D Data Rendering Strategies
  152. Burning Performance in DrvCopyContext?
  153. mipmapping using glCopyTexImage2D
  154. What kind of soft shadows are used in 3DM06
  155. Problem about Vertex Buffer Object.
  156. OBJ Format
  157. funky problem with NPOT 3D texture
  158. FBO and depth renderbuffer object
  159. OT: Advertisment on main page
  160. [cg/hlsl] depth texture different depths in comparison
  161. extensions
  162. ARB Meeting Notes, What Had Happened?
  163. NURBS
  164. shadow mapping and fov
  165. display list + 3d model
  166. how to tell if MapBuffer returns direct memory and dynamic VBO performance
  167. lasso selection
  168. Where to get subd.lib for NVIDIA?
  169. GLSL vertex shader uniform sharing
  170. Stop the madness
  171. float RBG unsupported as FBO attachment?
  172. How much graphics memory is allocated by glTexImage2D/3D
  173. implementing simple fog in a fragment program
  174. FBO and GL_RGBA_FLOAT_MODE_ARB
  175. max 3D texture size on ATI X1800 512MB card
  176. Sharing rendering context between threads?
  177. checkout my attempt to maximize geometry throughput
  178. How to zoom to a point
  179. Share texture array among multiple texture object
  180. Windows and Linux- NVIDIA issue?: vsync not fully syncing with multiple windows
  181. GLSL - shader compilation fails "unexpected $end at token ..."
  182. X1800 Floating Point Blending (and other features)
  183. Relief mapping and Parallax mapping
  184. How to get texture coordinates from screen coordinates
  185. point size limit?
  186. default vertex lighting performance
  187. FBO, sharing render buffers
  188. building projection matrix from viewWidth, viewHeight, nearClip and farClip
  189. Rendering DEM
  190. OpenGL and web services (need help)
  191. [ANN] Amanith 0.3 is out, with a new OpenGL compositing engine (SVG 1.2-compliant).
  192. DX and OpenGL Components
  193. NPOT Texture Downsampling
  194. Intermediate mode madness
  195. Clear OpenGL command queue
  196. rubber-band and GL_XOR
  197. FBO and multisampling
  198. glBlendEquationSeparate Questions.
  199. Projection matrix for picking.
  200. Please Help: Objects Rendering in Reverse Depth Order
  201. texture alpha from GIF transparency
  202. Blacked out texture
  203. P-buffer pixelformat 128bpp (Doesn't work on Nvidia)
  204. "Integer division by zero" in atioglxx.dll on glClear ?
  205. OGL state DLL-module dependant?
  206. Spherical Mapping math HELP!
  207. gluProject() problem
  208. cutting holes
  209. DOT3 diffuse map integration
  210. State sorting performance questions.
  211. gDEBugger V2.3 Adds OpenGL Function Calls Statistics Information
  212. Render to 2-component NPOT texture?
  213. FBO: Render to texture that is currently bound
  214. float texture: 16 vs. 32 bits
  215. bump mapping
  216. scaling point sprites
  217. Last version on Windows
  218. Environment cubemapping (again)
  219. OFF-TOPIC: Apple Multi-Touch Interaction Video
  220. PBuffer with floating point textures on nvidia
  221. GL_ARB_transpose_matrix
  222. glVertexPointer / glTexCoordPointer indexing issue
  223. Skybox with seams
  224. PBO and ATI
  225. Fast mouse handling tips?
  226. Lighting without Shaders
  227. Features on horizon...
  228. Getting rid of SDL
  229. FBO Readback problem
  230. FBO code
  231. some questions about a volume rendering project:
  232. Chaining vertex programs
  233. Problems with Quadrics
  234. Widget
  235. Which texture format faster???
  236. Ocean shine - how to implement without extensions?
  237. volume rendering light problem
  238. a Z-buffer problem
  239. Commercial Font Library
  240. SwapBuffers taking 96% of my rendering time
  241. How widely is EXT_texture_compression_s3tc supported?
  242. NV_vertex_program3 and textures
  243. Computing Shear Value From Degrees For Matrix
  244. A OpenGL for .NET 2.0 header(alpha)
  245. So slow
  246. glTexGen & performance
  247. Dynamic "decal" lights on brushes
  248. Rendering to more then one destination camera into texture
  249. textures and threads
  250. rumors: new hardware (shader model 4.0) geometry shaders and bitwise ops