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  1. multipass-multitexturing problem
  2. draw many objects with a region no shown/drawn
  3. 2D cross section with glClipPlane
  4. display list and vertex program
  5. GL_NORMAL_ARRAY & glTexGeni problem
  6. Rational Bezier Curves
  7. max number of texture ?
  8. Particles
  9. glReadpixels speed problem on nvidia card
  10. normal map -> height map?
  11. problems with FBO and DL? *SOLVED
  12. Are "GL_EXT_secondary_color" & "GL_EXT_texture_env_combine" compatible?
  13. PBO and multitexturing
  14. standard benchmarking app
  15. Drawing & culling BSP geometry
  16. GL_NV_texgen_reflection ?
  17. Cubemap reflections without distortion in the FFP
  18. wglUseFontBitmapsW etc.
  19. Edge removal (pixels) on GPU?
  20. Shared OpenGL context
  21. Why no glGetTexSubImage() ??
  22. weird glsl error in Ati Cards
  23. subimages with gldrawPixels performance advince needed
  24. Lightmaps Future
  25. rendering from texture to texture directly
  26. FBO -> PBO -> VBO for render to vertex array
  27. Graphics Pipeline
  28. shadow maps in ATI cards looks ugly
  29. Fastest way to blur a texture?
  30. How to quick get a color polygons!
  31. glBindTexture Bottleneck?
  32. Shadow Mapping for directional lightsource
  33. Remote OpenGL
  34. FBO and MRT and colormask
  35. Dynamic Cube Reflection Mapping Help
  36. multisample 0 coverage depth writes?
  37. Depth buffer + GL_PROJECTION problems
  38. Fast Terrain Engine
  39. VBO performance initally very slow
  40. working with floating point textures
  41. Will the modelview matrix alter texgen planes?
  42. Square texture and dimension power of 2
  43. Disappoiting performances on textured mesh
  44. Depth Texturing
  45. Monochrome textures
  46. Functions for Object Drawing
  47. Could anyone suggest me how to implement bullet detection
  48. Multisample FBO
  49. how to make shadows in 2007
  50. Would display lists help draw grass faster?
  51. texture projection using GLSL
  52. GLU tesselator question
  53. Early-Z and stencil test
  54. glread and draw Problem
  55. Selection and feedback done in software or hardware?
  56. Multisample with two monitors
  57. GL_DEPTH_BITS changing within context???
  58. Clipping plane problem on different cards
  59. The next pipeline...in the pipeline?
  60. Emulating older hardware / testing fallback paths
  61. Longs Peak and beyond
  62. Longs Peak Object Model
  63. OpenGL SDK reference pages suggestion
  64. underwater lightshafts
  65. OpenGL and color management
  66. photoshop blending mode
  67. Error in the gl.spec?
  68. Shader Model x?
  69. glBindTexture Optimization
  70. DepthTest + Floating poing framebuffer object
  71. glTexImage* with width/height == 0
  72. redbook multisample example not work (GL_SAMPLE_BUFFERS = 0)
  73. Textures and Display Lists
  74. Use VBO with glInterleavedArray
  75. Texture Format Recognition
  76. shadow map problem
  77. Longs Peak Program Objects
  78. how to use several ogl control?
  79. Loading Data into Unform Struct Array
  80. Optimisation - A general question
  81. Compile display lists and multithreading
  82. Update 3D Texture inside GPU
  83. performance of early-Z
  84. Screen vs. 3D coordinates for GUI components
  85. Khronos at the GDC
  86. Sprite Animation / Texture Animation
  87. Old extensions in Longs Peak?
  88. Anybody using WGL_NV_gpu_affinity?
  89. EXT_texture_array performance
  90. Line width less than 1 pixel
  91. Selection Method for Volume Rendering
  92. Multi process opengl (SHELL+GAME) free resources, performance issue
  93. Approximation to Global Illumination
  94. using different texture format in MRT
  95. GL_TRIANGLE_STRIP Winding
  96. glBindFramebufferEXT performance
  97. Distance scaled point sprites
  98. Radar Display Imaging
  99. Question regarding shaders and shadow volumes
  100. Introducing glFX
  101. Concurrent render and readback
  102. tangents in fragmentshader
  103. CopyPixels broken?
  104. 8800 series texture formats?
  105. How to get the real depth value
  106. manual ARB_texture_compression comp/decomp
  107. CopyPixels
  108. ARB_shader_texture_lod
  109. MRT : Massive performance hit on ATI hardware
  110. Wierd nvidia performance problem
  111. Texture from Another Texture
  112. Advice required re storing thumbnails in video memory...
  113. Texture blending woes
  114. Occlusion Query, FBO and Alpha Testing
  115. Alpha blending problem with glReadPixels
  116. Transform feedback to Texture
  117. When transferring a framebuffer's texture to the screen, data is periodically lost
  118. New ATI Vista driver
  119. Simple frame by frame antialiasing?
  120. FBO and Vertex Texture Caper
  121. Avoiding "round-trip" API calls and performance
  122. FrameBuffer Object & Compressed Texture
  123. 'alpha to coverage' and multiple render targets
  124. Writing in the depth buffer ?
  125. Opengl -x windows in color index mode
  126. OpenGl Occlusion
  127. FBO Stencil Buffer = GL FRAMEBUFFER INCOMPLETE ATTACHMENT EXT
  128. sampling the depth buffer
  129. GL_FLOAT_RG32_NV on nvidia
  130. Bevel Text ?
  131. Depth Bounds Test ?¿?
  132. Depth Buffer vs gluUnProject
  133. occlusion culling causes flickering
  134. shadow mapping problem
  135. varying mat3 mymatrix
  136. How to set focal length in OpenGL^_^
  137. VBO access -- (GL_DYNAMIC_DRAW_ARB, GL_READ_WRITE_ARB) faster than (GL_DYNAMIC_DRAW_A
  138. stereovision
  139. What is depth value refer to in OpenGL?
  140. glDrawRangeElements -> INVALID_OPERATION
  141. Image Selection from 20 images
  142. FBO and GL_RGB10_A2
  143. Windowless 3D Content - Metaballs
  144. Loading Signed Data into Textures
  145. ATI Driver bug!
  146. gluNurbsCallback with invalid enumerant?
  147. VBO problem
  148. viewpoint and rotation point
  149. copying stencil buffer to 8 bit luminance image -> problem
  150. how to get crome effect on a model
  151. Longs Peak Hardware
  152. Smooth Tangent Space
  153. are there problems with lots of textures?
  154. GLSL to CG
  155. WGL_ARB_buffer_region issue
  156. DOF
  157. CG 1.5 and glsl
  158. GL_RGBA16F, glGenerateMipmaps
  159. glBlitFramebufferEXT with out-of-bounds src rect
  160. DepthMask
  161. Drawing part of a VBO
  162. pbuffer glDrawPixels gl_Bend errors
  163. Texture Coordinate Convention
  164. Deferred Shading and Texturing
  165. use VBO to draw dynamic text
  166. CG and texture matrix
  167. PXA270 and it's framebuffer - 2700G OpenGL ES
  168. Dynamic palette (color lut)
  169. How to get rid of client arrays
  170. Issue with fragment programs 2 and 8800
  171. VBO and Normal Array
  172. Video decode hardware acceleration
  173. Dyanmic Texture
  174. Multiple viewports
  175. Texture Sampler and Texture Cache
  176. VBO fastpaths
  177. Can I use glBufferSubData to overrun the length of the original buffer?
  178. Do any gfx cards not support VBOs?
  179. Vertex Attributes
  180. PBO/glTexSubImage2D: partial update broken
  181. correct downscaling of images
  182. Analogue of D3DXTessellateRectPatch in OpenGL
  183. Asymmetric frustum + rotation?
  184. supported texture formats (nVidia and ATI)
  185. Shader Parameters & Multithreading
  186. FrameBuffer Complete ??
  187. Cg newbie questions
  188. Problems with compressed textures using pixel buffer object
  189. 3D Texture or stack of 2D Textures
  190. VBO Indexarray crashes on nVidia
  191. How to set the positon of the projection plane in OpenGL?
  192. Looking for beta testers for new OpenGL software
  193. multiple lighting passes and transparency
  194. DirectX 10 wrapper over OpenGL feasibility?
  195. Quickly allocating sub-textures out of a main texture
  196. water wave nVidia demo
  197. More than 8 TMU's on NVIDIA GL on XP
  198. EXT_framebuffer_object help!
  199. accumulation buffer + quad buffer
  200. 3D File to OpenGL c/c++ files
  201. dynamic VBO vs VA
  202. Webpage and Opengl
  203. How to capture from FBO ?
  204. Shadowbuffers: FBO and double-speed Z-only
  205. 3D Textures and Memory allocation
  206. Can wglMakeCurrent make deadlock?
  207. parallax mapping
  208. Draw the depth buffer as 2D image
  209. FBO and depth/stencil help
  210. FBO vs PBuffer mipmap speeds
  211. VBO vs. Vertex Arrays on a Quadro FX 1500
  212. glTexImage2D crashes on NV 93.71
  213. DShow video to opengl textures
  214. infinite projection matrix question.
  215. Render to texture and using it
  216. glDepthFunc(GL_GREATER) Function
  217. fp exposure adjustment logistics
  218. Problems with PBOs and frame grabbing
  219. invalid operation on PBOs
  220. 8 Bit Color Indexing to 24 Bit RGB Color
  221. PBO w/ 1K works, w/ 2K dies
  222. ARB_color_buffer_float help
  223. Vertex weighting ideas
  224. Wraparound Shift of Texture Data
  225. Aliasing one texture with another
  226. nv_depth_buffer_float breaks shadow mapping
  227. shadowmapping problems
  228. blur effect
  229. success with EXT_stencil_two_side, not separate stencil
  230. FBO and early Z culling
  231. Which OpenGL State can be modified in CG Pixel Shader
  232. wglMakeCurrent returning ERROR_BUSY
  233. glGet call for the Active Texture Unit?
  234. ATI and GLSL 1.2
  235. using nvidia HW PCF
  236. The pipeline newsletter number 4 is...
  237. VBO & glMultiDrawElements
  238. Copy Viewport
  239. GL_LINEAR for color and GL_NEAREST for alpha
  240. Render to and from same MRT
  241. Vert Arrays + Cg shader = crash, seperately work fine
  242. emulating nvidia's pcf for shadow maps
  243. Long Peaks
  244. weird green line
  245. Updates for "Parallel-Split Shadow Maps" Project Webpage
  246. I have a question about FBO and glBlendFunc?
  247. Physical reason of texture size limitation
  248. Inconsistent Occlusion Queries
  249. vertex formatting
  250. FBO precision for GPU volume rendering