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  1. Fastest ortho quads?
  2. How can I create a pleasing negative stereo
  3. Float precision with 32F textures
  4. MRT and depth encoding on ATI
  5. how to replace the color?
  6. Is there any way to read the rectangle from the texture?
  7. 16-Bit FBO on GeForce6800 GT
  8. Occlusion queries with FBOs
  9. Whatever happened to the F-Buffer
  10. Problem with GLSL bump mapping
  11. float color buffer
  12. texturing from 8-bbp bitmap with colour tables
  13. PBO and VBO
  14. What shadowmapping technique for Large outdoor areas?
  15. Off-screen rendering @32X FSAA - possible?
  16. OQ, color+depth+stencil
  17. Offscreen drawing
  18. gluLookAt :: Rotation Angle
  19. How to fill a texture with numerical data
  20. Cg glsl profile question.
  21. ATI, glMapBuffer and memcpy incompatible?
  22. How are OpenGL orders given to GPU?
  23. synchronized openGL windows
  24. arb_vertex_program extension.
  25. Clamp tex coords to sub tex
  26. Hiding maximize and minimize buttons
  27. Z-order: keeping an openGL window on top
  28. understanding ftransform
  29. Strange colors on FBO
  30. Machine readable function/enum specs?
  31. FBO shadow mapping not working on big scenes
  32. alpha test & early-z confusion
  33. Need to bind vertex attribute to location 0?
  34. VBO via PBO
  35. GLext.h updates: how often?
  36. glColorMask() question
  37. NV_pixel_data_range - Documentation ?
  38. Overlapping 32bit transparent images.
  39. NV_primitive_restart performance
  40. shadows don't work on ATI cards? Surely not.
  41. Selection mode hits and pointers..
  42. GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_NEAREST
  43. Soft shadows
  44. Shadow volume / wedge problem
  45. 3d texture problem with (unsigned) short data type
  46. glCompressedTexImage2D and NPOT textures
  47. Render to element buffers possible?
  48. Algorithms for Smoke Plume Special Effects
  49. GPU Sorting algorithm
  50. Problem about Using VBO , Somebody can help me?
  51. Problem with fragment.color.secondary, specific to Forceware 91.47
  52. Black scenes issue on nvidia cards
  53. efficient drawing of a grid
  54. STEP visualization
  55. textures combination
  56. gluSphere texture coordinates
  57. Hardware Skinning?
  58. questions about ATI
  59. Bugs in the OpenGL specification files.
  60. Efficient drawing of a staggered grid
  61. efficiency of drawing with and without VBO
  62. Is it okay to rely on glCopyTexImage2D() working with a hidden window?
  63. glCopyTexImage2D()...from one pixel format to another
  64. glGenerateMipmapEXT() fails?
  65. Selection mode with multiple viewports
  66. Two esoteric GL questions:
  67. Picking and points
  68. cg 1.2 to cg 1.4
  69. Normal array screws up cube mapping
  70. cg & display lists
  71. Odd GLSL Problem
  72. A strange problem about Cg FS
  73. transparence and lighting.
  74. current status of ARB_texture_rectangle on ATI
  75. Texture unit 0 blending with Texture unit 1 problem
  76. A problem about Cg shader
  77. volumetric graphics book?
  78. glDrawElements/glArrayElement with VBO's
  79. blending with glBlendFuncSeparate
  80. GL_LINE_SMOOTH bug?
  81. Nested FBO's slowdown
  82. FBO and PBO
  83. gDEBugger V3.0 adds ATI Hardware Performance Counters and supports OpenGL V2.1
  84. OpenGL extension rumor
  85. ICC profiles and OpenGL
  86. Order independent transparency and temporary buffers
  87. nvidia driver error
  88. Help me, i'm desperate :(
  89. vsync + specular
  90. multi windows at multi-display environment
  91. Getting compressed cube map face data from GPU broken on ATI Catalyst 6.10?
  92. 8800 spanning across 4 monitors with 2 cards
  93. volume vis - isosurfaces
  94. about GeForce 8 Series (G8X) OpenGL Extensions
  95. CgFX best practices
  96. ATI OpenGL support roadmap
  97. Gimbal Lock Problem
  98. Sudden performance drop while rendering
  99. ATI HLSL to GLSL
  100. Highlighting polygons
  101. prevent system memory copy of textures
  102. Reading object from file (face-vertex format)
  103. framebuffer_blit with multisample inverts the blit
  104. clip object above a surface
  105. how to disable GLSL uniform variable optimization
  106. Transparency
  107. glReadPixels bug with GL_LUMINANCE?
  108. how to limit the GLUT window resize to a minimum size
  109. GLSL error with new 8800GTX extensions
  110. GLSL sampler/TMU management and state changes
  111. Do redundent state changes count?
  112. glReadPixel slowdown?
  113. gluBuild3DMipmap and glu1.3
  114. driver slowdown
  115. GL Pipeline Newsletter vol 2 is up
  116. noise()'s in GLSL?
  117. GL_ATI_memory_export
  118. How to make interleave row rendering?
  119. GS tessellation for terrain meshes
  120. Collision detection between concave objects using occlusion queries
  121. How to read back stencil buffer
  122. Detect openGL version on a multi-graphic board system
  123. FBO incomplete read buffer
  124. PointSprites are suported using VBO
  125. Ati fragment shader hardware details revealed
  126. Weird problem with shadow volumes
  127. future of shaders
  128. Default lighting behavior?
  129. Translucency and multi-pass lighting
  130. VBO & DisplayList,which is faster
  131. Problem with poly winding of shadow volume walls
  132. Lags when switching shaders on nVidia using Cg
  133. setting up multiple render targets
  134. Matrix operations inaccuracy
  135. blending colors
  136. glDrawPixels: centering inside a list
  137. GLEX - Introducing yet another extension "library"
  138. FBO + MRT + GL_RGB16F
  139. NV_depth_buffer_float
  140. GL_EXT_framebuffer_blit ???
  141. gluProject
  142. Performance Identifying Problem
  143. Editing a Alpha texture in realtime
  144. OpenGL Extensions
  145. payed work, help needed immediately
  146. Fastest way to stream CPU-derived vertex data
  147. How to obtain world coordinates of the point in shader?
  148. fbo/depthbuffer madness
  149. How to redraw only a region of a viewport?
  150. NPOT 3d texture revisited
  151. How to prevent volume shadows from going through walls?
  152. preventing self-shadowing
  153. Cube mapping confusion
  154. Soft volumetric stencil shadows - how?
  155. multithreaded OpenGL WTF?
  156. Mixing FBO's with different data types seems to kill performance
  157. selection with a polygon region
  158. 97.44 multisample framebuffer_blit still inverted
  159. picking and vbo
  160. EXT_timer_query not enough for me
  161. FBO, MRT and NPOT
  162. G80, user clip planes, ARB_position_invariant
  163. how to zoom an image.
  164. GF 7900 GTX bug with VBO-data & non-VBO-indices?
  165. ReadPixel in Perspective
  166. mouse handling very slow with newer nvidia drivers
  167. Problem with Region selection!
  168. Illuminating gl_lines
  169. flushvertices - help!
  170. What driver/registry setting exposes multisample_coverage?
  171. volume renderer - gpu raycast
  172. GLSL samplerBuffer, syntax errror
  173. pre-integrated vol rendering
  174. FBO problem: error 1286
  175. Again stencil shadows.
  176. z-fail shadow algorithm
  177. "!!ARBvp1.0" : unrecognized ?
  178. Eye space position from depth texture
  179. GF 7950 GT: no GL extensions found..
  180. FBO perf...
  181. FBO failure
  182. VBO performance gain on dynamic data
  183. Can I list used extensions automatically?
  184. Float Render to Texture gives malformed output
  185. creating depth texture without rendering twice?
  186. Fixed FP behavior from 6xxx to 8xxx
  187. FBO's and floating point
  188. saeasonal greetings
  189. How to avoid flash in an animation?
  190. Dynamic lighting with a 3D texture?
  191. GLSL sampler array = different behaviour on RADEON / GEFORCE
  192. GL_SAMPLE_BUFFERS is reset when using FBO
  193. best method of updating alpha only of a framebuffer
  194. Z-fighting or something else? (pic)
  195. Texture Matrix Rotation
  196. VBOs and memory usage
  197. Cubemap FBO's on some ATI cards...lots of info
  198. blending multiple shadowmaps
  199. RGB_S3TC_DXT1 vs. RGBA_S3TC_DXT1
  200. improved shadowmapping
  201. OpenGL API Decisions
  202. shadow projection
  203. The area of the shadow that one 3d model creates over other 3d models
  204. 3d texture in vertex shader
  205. Best Notebook computer for Shader Development
  206. advice on program structure
  207. Use texture as geometry
  208. line rasterization
  209. rect tex & np2 tex,which one does ATi & 3DLabs support
  210. Windows-Linux WGL error.
  211. Seperate rendering thread for better performance?
  212. FBO GenerateMipmapExt() on non-square texture crash
  213. Survey respondents needed for masters thesis
  214. OpenGL Matrix to XYZ rotation and back
  215. PBO in Catalyst 7.1 !
  216. VBO performances
  217. Shader Output clipping, problems with API
  218. moire patterns / woodgrain artifacts - Volume renderer
  219. Setting texture as depth
  220. Nonplanar texture coordinates
  221. Interactive Scale & Bias
  222. FBO: Offscreen rendering & Onscreen display
  223. rendering a subregion of a 3D texture?
  224. HDR, reproducing this in GL
  225. Image Manipulation
  226. FBO and Multisample
  227. foto sphere image covering
  228. NV_depth_buffer_float and FBOs
  229. GLX protocol
  230. EXT_framebuffer_blit
  231. Alpha Test + FBO (FP16)
  232. OpenGL version 1.2 in Borland C++ Builder 5
  233. Precompiled GLSL?
  234. DirectShow and Capturing Frame Buffer
  235. nVidia FP uniforms driver optimization lags
  236. Clear Video Card Memory
  237. Problem rendering into a Texture Array
  238. Z-Fail Stencil Shadow Volumes
  239. fill cost of a triangle with zero alpha at all corners
  240. cgSetErrorCallback function and VS2005
  241. quad and perspective correction?
  242. GL_ARB_multisample questions
  243. Clipping triangles in clip space
  244. Finding the maximum video memory...
  245. Using glreadpixels to find coords?
  246. Rendering 3D terrain with more than one texture
  247. Using env_dot3 with colored lights
  248. Color array overrides material alpha
  249. DXT5 for highquality texturecompression
  250. render to vertex texture