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  1. Best way to camouflage precision errors
  2. VBO Trouble
  3. web based gaphics
  4. Environment map: distant vs. local
  5. will glLoadName on Win64/Linux64 ever use GLuint64?
  6. Quaternion Camera
  7. C++ Class problem
  8. Solaris and pixels > 8 bits
  9. Normalization cube maps
  10. subdivision surfaces
  11. Texture Mosaics
  12. latest forceware (81.xx +) and glut problems
  13. .NET OpenGL 3DS Animation Examples?
  14. A New OpenGL book.
  15. texturing a stencil buffered cutaway cap
  16. Starting OpenGL 2.0 development?
  17. Questions regarding FBO
  18. Stereoscopy & Nvidia & example!
  19. Anyone seen this error before?
  20. Question about passing arbitrary data to the graphics card
  21. Enhanced vertex arrays
  22. Context for Renderbuffer off-screen rendering?
  23. Question about checking download speed
  24. Overlapping Windows and glReadPixels()
  25. Anisotropic Decimation
  26. FBO+DEPTH_STENCIL+81.xx = trouble?
  27. 3-d dynamic graphics that change with info from web
  28. Texture lookup into vertex and fragment shader with Cg
  29. CopyTexSubImage stalls the CPU?
  30. volume rendering light problem
  31. Creating Vertex Buffer Objects
  32. problems moving from arb_texture_rectangle to arb_npot
  33. What's wrong with my opengl fbo program
  34. How to save all the states of RC?
  35. FBO with two 2048x2048 texture_2D attached = GL_FRAMEBUFFER_UNSUPPORTED on nvidia
  36. Search the code of getting all OpenGL states
  37. ogl texturing problem
  38. Can gpu render target be some vertex buffer like vbo?
  39. creating terrain
  40. How to read the bump map texture's filename from 3ds file
  41. mipmapping problem
  42. CG_PROGRAM_LOAD_ERROR -> The Program could not load.
  43. Trimmed NURBS bounding box
  44. Question about glClear()
  45. From OpenGl to MPEG-4
  46. Help with terrain viewer
  47. GluBuildMipMaps() creates a border on ATI cards?
  48. NPOT DXT1 textures with borders?
  49. Perlin noise in a fragment shader
  50. Point Sprite example
  51. Beyond 1.3?
  52. NPOT: difference between non_power_of_two_ARB vs texture_rectangle_ARB ?
  53. N-Patch?
  54. How can I use glOrtho and gluPerspective in same frame?
  55. Testing OpenGL applications
  56. implement some OpenGL function
  57. Textures and pixel buffer objects
  58. Environment map: a set of parallel lines
  59. Drawing to JUST the depth buffer
  60. Palette swap on an OpenGL texture
  61. FBO : how to set a 24_8_NV texture in the depth attachment of a fbo (for hardware SM)
  62. Occlusion Query - INVALIDENUM
  63. how to play video in opengl?
  64. max value with fp16 blending? :(
  65. Problem with glReadPixels from GL_BACK on FireGL only?
  66. Multitexture - Texture with alpha plus environment map
  67. Very Large 2D Image Rendering
  68. cross-sections with overlap
  69. VBO arrays and index arrays
  70. a simple task...
  71. Problem with including the glut.h
  72. Reflecting local textures on object
  73. Tri and Quad Outlines Rendering to a Bitmap
  74. Interpolating between vertex normals on a triangle?
  75. Rotate a vector around another vector?
  76. glGetTexImage() and cube maps ?
  77. Getting FBOs and shaders to work together...
  78. Detail textures on a sphere
  79. Transparent window!!!
  80. Why it is so difficult to find GLU 1.3 ?
  81. accelerated argb offscreen rendering on windows
  82. SGI GLU Sample Implementation fixes
  83. In search of more interpolants....
  84. How to use fog correctly in opengl application?
  85. how to draw a sphere?
  86. How do I render the Depth Buffer using FBOs?
  87. Reflections
  88. where do i get gl.h 2.0?
  89. Sharing context across processes (non-Win32).
  90. Accessing normal and float textures from fragment shader...
  91. OpenGL versions & extensions
  92. 3D texturing on 3DLabs Wildcat Realizm800 640MB
  93. concering future direction of gl
  94. Multipipe OpenGL rendering on Windows
  95. border parameter of glTexImage2D only works for RGBA format?
  96. Improving Performace
  97. fp16 blendig, bad values
  98. glDrawElements
  99. ATi and nVidia working together to make OpenGL 3.0
  100. model format
  101. GL Points slow on NV40 with 8XS anti-aliasing enabled
  102. How to smoothly pan a complex 3D object?
  103. GL_TEXTURE_3D in CG v1.4 vertex shader?
  104. Using multiple FBOs at the same time messes the drawing
  105. Shadow Map Projection problem in fragment/vertex program
  106. Lightmap slow
  107. Lightmap slow
  108. Clip Map Textures
  109. Extension Pointer
  110. vertex shader texture image units
  111. GL_BLEND and FBOs
  112. OpenGL technical wiki is available
  113. R2VB and AA with FBOs on ATI cards - when?
  114. 6800, float FBO and supersampling!
  115. using of gluNurbsSurface , terrain
  116. Porting to OpenGL 3.0
  117. FBO and attachements of different sizes
  118. PointOnUnitSphere for Virtual Sphere question
  119. extensions: function pointers
  120. strange slowdown (possible resource exhaustion?)
  121. about the wiki
  122. Statechanges
  123. Determining supported color attachment types for FBOs?
  124. glCompressedTexImage2D and NULL data
  125. Extensions and VB
  126. 32 Bit FBOs
  127. Near Plane to Far Plane Line Question
  128. constant blending with RGBA textures?
  129. gl_FrontFacing Mystery
  130. WGL_NV_SWAP_GROUP
  131. doublebuffer cause flickering prolbem
  132. Questions about non-square compressed mipmap texture in OpenGL
  133. best performance for texture upload?
  134. 16bit grayscale textures
  135. Fast texture creation
  136. RFC by the ARB synchronization working group
  137. Invalid texture names ?
  138. VBO/PBO Perfomance
  139. DOT3 Texture Lighting
  140. *_make_current_read
  141. fbo sharelists crash
  142. Glowing Mesh - How ?
  143. reflections on single sided objects
  144. Texturing Question/Problem GL_CLAMP GL_CLAMP_TO_EDGE
  145. max performance of pci-e gf6600gt?
  146. FBO performance
  147. 16bit depth + FBO
  148. Translating ps 1.1 to NV tex shaders+reg comb
  149. Display Lists with Multiple Textures
  150. NVX_instanced_arrays release date?
  151. Using too-large textures
  152. Using excessive texture
  153. Creating a hole
  154. how to use cg with textures in vertex and fragment shader?
  155. Bizarre VBO performance/deletion issues
  156. Testing if a polygon inside(!) the viewing frustrum really would be drawn
  157. No depthtest with FBO
  158. NVidia Boardstore?
  159. Game Engine using 3DS models
  160. union of two transparent objects
  161. Compressed Vertex Arrays
  162. performance of accessing textures
  163. ATI + FBO + min filter + GenerateMipmapEXT -> artifacts, access violation, crashes
  164. Incandescence and Transparency
  165. strange Display list problem
  166. Fast mipmap generation
  167. FBO best practices?
  168. Sand pixels on ATI
  169. drawing my ui
  170. uniform float multiply 2 exp X Bug Ati Radeon X1900XT / FBO/RenderToTexture
  171. Question about Point Sprite
  172. Real Rain Simulation
  173. Evaluators
  174. Internal texture repeat
  175. Rendering lots of regularly spaced hexagons
  176. GL_EXT_framebuffer_object problem INCOMPLETE_ MISSING_ ATTACHMENT
  177. NURBS
  178. Swapbuffers priority
  179. texture splatting
  180. Perfomance lost after rendering to MRT on ATI
  181. glColor4f vs Materials
  182. rotate around a custom object
  183. Nvidia SLI and off screen rendering
  184. FBO->PBO->VBO
  185. Multi-texturing equation question.
  186. packing rotations per vertex
  187. FBO + Cubemap + Floating Point Textures...
  188. shadow colors
  189. Problem with GL_REPLACE and glAlphaFunc
  190. Complex shadow volumes
  191. Normals and GL_TRIANGLE_STRIP
  192. FTGL and display lists
  193. depth problem
  194. PBuffer slow after deleting and creating
  195. A question about gluLookat and projection matrix
  196. OpenGL wiki
  197. stencil Shadow Volume zpass
  198. Dependent texture reads
  199. GL_BGRA & GL_*_REV
  200. Incomplete FBO after glFramebufferTexture2DEXT
  201. Offt: texture filtering state
  202. gpu endian.
  203. Different size PBO
  204. GL_RGB10 render target
  205. wiki topic: nvidia gffx info
  206. OpenGL & MultiThread & East language input in WinXP
  207. Multiple Render Targets with FBO?
  208. shadow for static mesh and static lights
  209. OGL selection vs strip stitching
  210. Clipping before Culling
  211. R3_G3_B2 textures
  212. Vertex Array Error
  213. Possible NVIDIA FBO bug?
  214. Moving game agents around the map
  215. best method for skybox
  216. VBO and Multitexturing with a Cubemap
  217. Window DCs as OpenGL texture
  218. The PSHader with point sprites
  219. Different MipMap Technic!
  220. Floating point textures and FBO
  221. How to determine the pos of texcoord is odd or even in CG
  222. dealing with multiple stencil buffers
  223. glFramebufferTexture3DEXT rendering
  224. Minimum requirements: extensions support
  225. Off-screen context creation
  226. reading floats from pixel buffer objects
  227. Archiving Data for Program Retrieval?
  228. Not satisfied with stencil shadows
  229. clamping with linear filter on float textures broken?
  230. Carmack's MegaTextures
  231. How does F.E.A.R. combine stencil shadows and lightmaps?
  232. EXT_stencil_clear_tag
  233. Multiple Bump Maps on one surface?
  234. Shadow mapping in less than 3 passes
  235. Is it really that I can't get a correct 3D coordinate from 2D screen?
  236. directional matrixs values
  237. Relief mapping without shaders
  238. Handling textures when generating a shadow
  239. Loading a model from a file
  240. Rendering to FBO, but alpha channel is saturating.
  241. Problem with fragment.position, ATI specific
  242. OpenGL data types
  243. ATI multisample problems
  244. GL_NV_DEPTH_CLAMP fails in some 'game profiles'
  245. 7800 / 7900 GTX driver bug or hardware problem? edit: sample included
  246. reading from a frame buffer from the FS
  247. clamp for projected shadowmaps
  248. About Contexts
  249. Clip issue
  250. MapBuffer and multiple threads