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  1. Extensions: Comercial Use
  2. Bump mapping methods?
  3. How to detect frozen frame in the dynamic texture?
  4. Displacement Maps and Lighting
  5. Dot3 vertex colors
  6. Half-Life 2 dynamic shadows
  7. Specular and cube map
  8. floating point pbuffer problem, ATI specific
  9. Optimization Confusion
  10. Vista driver now available
  11. ARB_shadow_ambient
  12. update from VC6.0 to vs2003 or vs2005?
  13. Lighting problem
  14. WGL_NV_gpu_affinity
  15. Tessellating the union of 2d contours: extra info
  16. EXT_timer_query spec posted
  17. Having to redraw after FrameBuffer
  18. How to read back depth buffer values?
  19. array elements buffer
  20. Align texture with eye
  21. EXT_packed_depth_stencil on nVidia
  22. Reasons for wglMakeCurrent to crash the program
  23. is possible to use vertex shader on GL_SELECT mode?
  24. Instability: large textures?
  25. Clearing and masking color attachments using FBOs and DBs
  26. Render to L16F & LA16F texture using FBO on ATI
  27. VBO performance issue for dynamic geometry
  28. Gpu raycasting
  29. Using Depth as Texture
  30. Cubemap offset blur
  31. Projection Matrix: Mapping the Z
  32. Surprise, The Frame Speed is varied all the time!
  33. Is it possible to change line width somehow besides glLineWidth()?
  34. Video memory allocation order
  35. Packing half floats
  36. FBO and depth buffer
  37. VBO + Occlusion Query = Slow
  38. Optimal display of large 32 Byte float texture
  39. change color buffer values
  40. Translations within one batch
  41. Weird VBO speed boost?
  42. Simulating CLAMP_TO_BORDER with 1.2
  43. FBO render-to-texture without depth test.. why?
  44. No OpenGL in Vista?
  45. Shadow Maps and FBOs!
  46. Rendering problem
  47. realtime mouse picking
  48. Rendering Problem
  49. Rendering to back buffer and FBO
  50. framebuffer object - height reversed
  51. OpenGL and Qt by Trolltech
  52. World Coordinates -> Depth Buffer Coordinates
  53. One Pass Rendering Pipeline!
  54. About hardware acceleration
  55. Lines Visibility Problem
  56. Multi-textures and vertex arrays
  57. Memory allocation order
  58. FBO w/ nVidia cards
  59. Multiple contexts and shared memory...
  60. 7 component color
  61. PDF format
  62. Headlight and Torchlight Simulation
  63. Is it true that both Opengl and Opengl-based applications use STL?
  64. Octree or quadtree tutorials in web?
  65. Water refraction and heat shimmer
  66. Image order volume rendering
  67. Errors with header files in OpenGL using Visual C++
  68. Drawing a gradient fill in 2D vector based objects
  69. Oblique near-plane clipping
  70. FBO and your personal experiences
  71. static branching with cG ?
  72. how to create a cube map from digital photos
  73. signaling glutmainloop from a separate thread
  74. switching fbo rendering: fastest way ?
  75. Need advice about VBOs. See details please.
  76. glRect() issue
  77. Disable "FSAA" temporarily
  78. Boat reflections and wakes
  79. Test my physics simulator
  80. PBO->VBO problem in GL_SELECT mode
  81. Blooming effect
  82. FBO's + post-processing + multiple renderings
  83. Rendering semi transparent
  84. Heap Corruption occurring in gluTessVertex - Please help
  85. GLSL uniform sampler question
  86. .x-files
  87. OpenGL display in a dialog bar
  88. ATI & float framebuffer problems
  89. Adding two GL_DSDT_NV textures
  90. gluTessCallback compile error on OSX
  91. Z-Sorting
  92. Best way to draw infinite size grid?
  93. How to migrate a system from windows to unix?
  94. Xor mode in double buffering
  95. Shadow Maps
  96. Texture Lightcones and Blending
  97. Mesa supports GLSL
  98. early depth rendering?
  99. surport Z buffer,render some object and then read the z_buffer
  100. Motion blur using accumulation buffer
  101. Out of memory problem...
  102. Overviewing a set of points
  103. OpenVG
  104. ATI OpenGL Driver Support
  105. Human form rendering
  106. Decrease Number of Temp Registers in Cg
  107. polygon rasterization + simple antialiasing
  108. Vertex Textures
  109. Hardware overlay problem.
  110. glBlendColor(..) working incorrectly
  111. FBO with depth buffer
  112. Performance of glTexSubImage3D
  113. Problem about glReadPixels()
  114. shadow mapping with multitexturing (for experts I suppose)
  115. MD5 skinning on the GPU writeup!
  116. Performance at first
  117. Problems with Cg
  118. FBO and multitexture combiners
  119. glLightModel vs GL_VERTEX_PROGRAM_TWO_SIDE
  120. glScale/depth test
  121. Camera inside shadow volume
  122. Using Vertex Arrays
  123. rendering depth to a texture
  124. ClientState & MultiTexture & Shading Language
  125. FBO mipmap generation
  126. glPolygonOffset units
  127. Simple Question : What's the sequence of init GL,GLSL,and glut ?
  128. Display list problem
  129. new to fbo's, two questions
  130. Commentary on the ARB/OpenGL Newsletter
  131. Setting to make lighting dismiss normals?
  132. Texture combiner within an FBO (solved)
  133. how to scale am matrix non-uniformly/with negative values?
  134. opengl futur ??
  135. CPU needs of a GPU computation...
  136. fastest method for luminance texture
  137. PixelTransfer order of transforms?
  138. Calculating Depth value in Fragment Shaders.
  139. glTexSubImage Pixel Transfer Options
  140. Vertex array trouble
  141. Correct hdr downsampling with fragment shader and texturefilter
  142. Rendering 3D Games as grayscale based on depth map
  143. Question about display lists
  144. Slightly "short" texture coords
  145. Intel shading issue
  146. Certain ATI chips and GLSL
  147. multi-texture & reflection amount
  148. RGB10_A2 = RGBA8 on ATI FBO?
  149. Flatshading with glClampColorARB() (GL_ARB_color_buffer_float)
  150. OpenGL 2.1 and GLSL 1.2
  151. OpenGL Siggraph BOF
  152. questions regarding occlusion queries
  153. Problems with VTF
  154. printing
  155. Strange fog problem.
  156. ATI and OpenGL 2.1
  157. Separate colour planes?
  158. Projected shadows z-fighting on ATI cards only
  159. metafile printing
  160. transfer float data to texture in ATI cards
  161. Nth ATI driver bug
  162. Composing static with realtime rendering
  163. texture buffer manipulation?
  164. FBO render to cubemap broken on catalyst 6.7?
  165. About small-size VBOs
  166. Ann : OpenGLCPA
  167. transparency when using multiple passes?
  168. texture mipmap questions
  169. Floating point FBO with VTF
  170. My normal maps look like hell
  171. Texture caching with opengl?
  172. Some sort of blending?
  173. User clip planes...
  174. Shadow volumes
  175. I want normal maps, but I also want material colors
  176. Textures to Postscript
  177. Question on GL_DEPTH_CLAMP_NV and ATI support or similar extension
  178. Occlusion quereis and depth test using shaders
  179. 16 bit float texture
  180. some (advanced) shadow volumes questions
  181. setup for fbo with depth/stencil renderbuffer
  182. LOD libraries?
  183. Trailing problem
  184. Are low level shaders better?
  185. glPixelMap and color index mapping
  186. Multisample Details
  187. TXB Fragment Instruction
  188. A question about the projection matrix
  189. top level mipmap with FBO and GENERATE_MIPMAP
  190. VBO Performance
  191. SIGGRAPH 2006 presentation available
  192. EXT_framebuffer_object supports single component?
  193. Texture Synchronization Problems
  194. about GL_BITMAP
  195. Huge Textures!
  196. Terrain
  197. how to transform the output of a fragment program to main memory
  198. Anyone who has decomposited the MODELVIEW matrix? how?
  199. GLSL cubemap reflection
  200. FF vs. shader texture update problem
  201. MRT + PBuffer
  202. Quads vs glEdgeFlag
  203. PBO performance
  204. Open Source American Football Game - Looking for volunteers
  205. Occlusion query
  206. Augmented Reality outline. OpenGL's part. Is it correct?
  207. FBO and GLSL
  208. Capping "clipped" objects
  209. FastVox - state of the art?
  210. Offset into all bound VBO's with a function call?
  211. 3D Texture Compression (not 2D)
  212. shadowmaps and selfshadowing
  213. Problems winh textures in delphi
  214. Problem about PBuffer
  215. scissor region from bounding sphere
  216. Incorrect clipping planes on onboard card
  217. Cubemap shadows trouble
  218. Projective coordinates in a vertex shader
  219. Multisampling and point_parameters extension
  220. openGL with multiple graphics card
  221. Curious readback performance
  222. FP16 + antialiasing
  223. Problem with projective textures
  224. Palette matrix example code
  225. GL_SEPARATE_SPECULAR_COLOR not working on Bitmap context.
  226. dynamic windowing (contrast/brightness/gamma) in16bit luminance 3d texture
  227. Shadow Mapping
  228. volume rendering - working out tangent space
  229. z-sorting
  230. porting OpenGL on ARM architecture
  231. Problems with glGetTexImage() & 3D textures on ATI Catalyst.
  232. how it is implemented?
  233. Reflections rendering problems. Help is needed.
  234. floating-point depth cube maps
  235. occlusion query number of pixels
  236. PBO perf problem
  237. Returning from the Window Coordinates to Object Coordinates
  238. NPOT Performance drop
  239. About the VIEWPORT matrix, how does it works?
  240. register_combiners
  241. texture compression
  242. Fast reading/writing of compressed textures
  243. enable hardware accelerated antialiasing
  244. debug/release difference in glReadPixels
  245. Vertex Attribute unsigned vs signed speed difference
  246. glDrawRangeElements & GL_MAX_ELEMENTS_VERTICES / INDICES
  247. PixelZoom problem
  248. Render To FBO, Readback Texture via PBO?
  249. height map
  250. Problem using same texture alternately with and without mipmaps