PDA

View Full Version : OpenGL: Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 [54] 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72

  1. using assembly and glsl in same program
  2. Tessellation Question
  3. glVertexAttribPointer
  4. Longs Peak drafts ?
  5. GLSL and Texture Coordinates Problem
  6. Why the system "PF usage" increased markedly when I create a huge size "VBO"
  7. How to copy depth buffer to a texture
  8. SDK 10 PROBLEM
  9. Getting gDEBugger to work
  10. FBO problem
  11. Mirroring the framebuffer
  12. SLI do it yourself
  13. Object Space Motion Blur
  14. ATI 7.5 OpenGL breakage
  15. How to enable/force VSYNC ?
  16. OpenGL BoF at SIGGRAPH?
  17. Low rendering performance
  18. Copying buffer objects
  19. memory management for mipmap levels
  20. Second pass render technique for precise world coord calculation
  21. Extremely weird performance issue
  22. glRead/drawpixels over FBO
  23. glClear for FBO
  24. multiple apps accessing same resources
  25. Detect 64bpp/128bpp texture filtering support
  26. How to render a scene from "Left" or "top" view just like 3D max?
  27. help with selection ad picking??
  28. get depth buffer dimension
  29. texture size in FBO
  30. Disable Catalist's Antialiasing
  31. Pipeline Newsletter Volume 4
  32. Is it possible to do the lighting in model space?
  33. Selection/Picking ---Imported Drawing?
  34. Render-To-Texture (FBO) and Texel fetch problem
  35. Floor, Triangle strips and text coord
  36. MUI design
  37. Zoom a drawing
  38. glScissor & performance
  39. LP: Multi-threading?
  40. Skeletal Animation Anyone?
  41. glReadPixel :: Occlusion Query
  42. Single-pass render to cubemap
  43. FBO Multisample / FBO Blit question MRTs
  44. Still problems with mipmap
  45. Problems with reading data from FBO to MainMemory
  46. Where's the load? Rendering a few quads...
  47. Using an fbo to render to cubemap faces
  48. help with arcs??
  49. ATI 2900 and the tessellator unit?
  50. DXTC artifacts in rectangle textures on ATI
  51. one/two channel float rendering on ATI R300 or better
  52. trapezoid mapping
  53. ATI glCompressedTexImage2DARB crash with PBO bound
  54. Synchronized glCopyTexSubImage3D
  55. Resize a bufferobject after transform feedback
  56. Vertex culling without GL_EXT_cull_vertex
  57. order independent transparency
  58. Rendering problem
  59. laying down depth
  60. Compiling Mesa 7.0
  61. order independent transparency problems in NVIDIA 8XXX GPUs
  62. Seperate texture color channels using GL 1.3
  63. chm file
  64. FBO pitfall on nVidia
  65. Float depth buffer and 3D texture
  66. Rubberbanding with XOR??
  67. floating-point fbo: blending?
  68. Threads rendering to different contexts
  69. instancing?
  70. magnification filter and shaders
  71. Black Objects if use GL_ARB_vertex_program without GL_ARB_fragment_program
  72. Trouble moving from one VBO to multiple VBOs
  73. Blending Mode
  74. hardware cursor using OpenGL
  75. NVIDIA VBO performance issue
  76. gluPickMatrix
  77. FBO question
  78. threaded application in opengl
  79. [ATI 7.6 + X1550 + Vista bug] glPixelMap()
  80. FBO and stencil: problem
  81. Issues with multisample FBOs on nVidia cards.
  82. GLSL linking error with Radeon 2400
  83. 8800 GTX + Vista + FBO = low performance
  84. another question on texture storage...
  85. Question about SLI
  86. glucylinder between two points
  87. Color array with VBO causes 60% slowdown on ATI drivers
  88. FBO - texture or renderbuffer
  89. FBO on Vista
  90. SIGGRAPH and Longs Peak
  91. SRCn_RGB and OPERANDn_RGB should be used as pname for glTexEnv?
  92. glRenderMode(GL_SELECT) and Display Lists
  93. Drawing overlapping translucent triangles with stencil buffer
  94. Overlapping lines
  95. occlusion query
  96. discard or glAlphaFunc
  97. Texture 3D to Image..
  98. OpenGL 3 announced
  99. Text on the surface of 3D-packages doesn't work
  100. PrintOut of OpenGL-generated 3D-packages doesn't work
  101. No more client side vertex arrays in OpenGL 3 : why ?
  102. Possible to disable multitexture coord interpolation?
  103. GL_POLYGON_SMOOTH
  104. Need help understanding image tiling
  105. Multithread problem
  106. Animation With OpenGl & C++ & .wrl
  107. Current driver support status for rectengular textures
  108. How to code mouse controlled rotation?
  109. should i turn off AA with fullscreen quads
  110. glDrawArraysInstancedEXT
  111. Insane max point size on X1900 on Vista
  112. How OpenGL generate OBJ Name?
  113. Possible bug in ATI drivers?
  114. Why call it "geometry shaders" ?
  115. return of "wglGetProcAddress()" is same in different RC?
  116. problem with user clip planes on GeForce 8800
  117. Point Sprite Size and Multisampling?
  118. PBO as textures
  119. MipMaps
  120. OpenGL 3 and GLSL
  121. Why should i use GLfloat instead of float ?
  122. Shadow map blinking with FBO implementation
  123. fbo multisampling
  124. GL3 and texture binding
  125. NV ForceWare system freeze due to texture memory fragmentation
  126. OpenGL MPEG2
  127. glGenerateMipmapEXT and GL_GENERATE_MIPMAP with PBO
  128. FBOs
  129. check gpu's support for specific features
  130. Application controled AA
  131. OpenVG + OpenGL
  132. Rendering only partially shown in release mode
  133. How to get GLlist content after tesselation?
  134. OT: Spherical Harmonics Coefficients from light-probe HDR file
  135. Mount Evans - Vista only ?
  136. material & texture & tranparency
  137. gDEBugger LINUX - Public Beta Available!
  138. GLU, WGL and GLX spec files
  139. Rendering texture atlas
  140. Transform Feedback with LINE_STRIP
  141. Which is the FASTEST way to read A pixel from Texture/Framebuffer
  142. Preparations for upgrading to OpenGL 3.0
  143. OT: ATI anounces HW spec releases
  144. Shadow map performance with ATI Catalyst 6.11
  145. Object Oriented OpenGL
  146. Which extensions affect early-z behavior?
  147. Maximum array size in geometry shader
  148. [OT] generalized megatexture : how ?
  149. multi-curves visualization
  150. Observing VBO max. recommendations?!
  151. What's the fewest number of bits possible in a color-renderable texture?
  152. Texture Mapping & CPP
  153. antialias rubberband disappears
  154. multiple contexts and pbuffers
  155. id's "Rage" engine, Tech5 is OpenGL based
  156. Linearized depth for shadowmap
  157. skybox depth test
  158. Writing to an element VBO via geometry shader
  159. How do I use Multiple Textures in OpenGL in VB.NET???
  160. to interleave or not
  161. Transformation matrices.
  162. Lots of small shaders or one big one?
  163. framebuffer object with multisample
  164. 3D font with unicode through wglUseFontOutlines ?
  165. why texture2d has no effect?
  166. Shader linking fails when editing a copy of gl_PointCoord
  167. OpenGL and OpenMP
  168. GL_POINT_SPRITE_ARB and glsl
  169. glew and Geforce8800GTS
  170. How do I draw multiple bezier curves??
  171. Proper way to copy from PBO to a 3D texture?
  172. stenciled shadow volumes and shaders
  173. Clearing Depth Buffer in FBO
  174. Framebuffer Object, can't write to multiple Textures
  175. How much information should extension specifications contain?
  176. Normals in Vertex Buffer Object
  177. fbo with attachments of different formats
  178. Hardware accelerated video stream decoding in OpenGL
  179. Volume rendering - implementing refined bounding box
  180. MS OpenGL implementation
  181. Where are constant values specified?
  182. Mobile Intel 965 + glCopyPixels?
  183. Distorted textures using point sprites
  184. Early Stencil Rejection
  185. Alpha testing
  186. Drawing from two different VBOs at once?
  187. MipMapping troubles
  188. FBO and multiple threads
  189. Application Controlled CSAA
  190. FBO and Shadow Mapping Depth Texture
  191. Simplest GLUT alternative?
  192. vista swapbuffers
  193. Cg and front/back fragments?
  194. Python Shadows
  195. Practical LOD
  196. FBO + MRT + large float textures = error?
  197. mod2x blend mode?
  198. Help using Mesa
  199. ARB_sync - what happened?
  200. Angle in Degree to Euler Angle
  201. gluBeginCurve() Problem
  202. OUT_OF_MEMEORY during glDrawElements
  203. 2D view of a 3D environment
  204. downsampling a texture
  205. FBO + rectangular textures
  206. polygon rasterization and depth test
  207. Depth-only pbuffers quite-non-intuitive pitfall
  208. Speed of glUniformMatrix4fv
  209. read and write to the same fbo
  210. ModelView Matrix Angle XYZ
  211. Perspective/Ortho Projection for Volume Rendering
  212. Yet another Shadow Map. question.(artifact/bug?)
  213. Redundant texture switches
  214. Emulating Frequency Stream Divider in OpenGL
  215. Help : Can't use 32bit depth texture
  216. About real-time chart
  217. VBO much slower than display list?
  218. Performance of glReadPixels() question
  219. converting OPENGL_wgl to OPENGL_glut
  220. Blitting depth does not work
  221. GL_EXT_framebuffer_object missing on GeForce 7050?
  222. MRT blending
  223. freetype fonts are twisted.
  224. Polygon offset fails at short distance
  225. GL3 and matrices
  226. Output data packing
  227. VBO enhanced performance
  228. Depth blit with multisampled FBO
  229. GLUT_KEY interferring with rest of keyboard
  230. VBO creation and management policy
  231. Vertex Paint & Texture Mix
  232. Shadow
  233. FBO Packed depth/stencil gotcha
  234. How do I access the depth buffer in a frag shader?
  235. X-Winodw - Process runs after killing the winodw
  236. grey client texture to LUMINANCE_ALPHA internal
  237. Occlusion check for up to 8 Projectors
  238. read FBO depth values in fragment shader? [solved]
  239. Point in viewFrustum
  240. texture upload.
  241. ATI/AMD Cat7.11 - AMD performance monitor
  242. Motionblur, problems with numerical precision
  243. Bindable uniform of sampler2DArray?
  244. Texture Buffer Object, how it works?
  245. transform terrain
  246. Smooth points rasterization depth
  247. OpenGL 3.0 has glColor glNormal commands?
  248. ATI and depth buffer readback
  249. how to draw 3d window?
  250. Weird rendering problem in certain computers