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  1. glOrtho and the z-buffer
  2. FBO and custom reverse mipmap generation
  3. Perlin Noise involing LOD textures
  4. About physical simulation
  5. Geometry Shaders
  6. problem CSG in OpenGL using MFC ( SDI) ?
  7. Poster sized bitmap and Dual Monitor hardware
  8. Floating point texture extensions and mipmapping
  9. Prioritize textures?
  10. Displacement Map:
  11. Strange GL_LINE_STRIP behaviour
  12. Downscaled Buffers
  13. How to read the result of depth render target?
  14. no updates are rendered to the scree
  15. Occlusion queries are cool
  16. Efficient rendering of terrain layers
  17. Sharing Texture,FBO,VBO,GLSL objs in OGL 2 & OGL 3
  18. Should non-mipmapped textures be a huge slowdown?
  19. Poor rendering quality with FBOs
  20. Thesis: relief generation based on bump-mapping
  21. Ray-Model Collision Problem
  22. multisampling and float fbos
  23. How to draw Platform-independent text ?
  24. Color clipping disable in OpenGL
  25. nvidia instancing demo
  26. What is GL 3.0's hold up?
  27. Color staturation ...
  28. Is it a valid shader?
  29. Rendering HTML with OpenGL
  30. 3D shadow texture?
  31. GLSL, half + fixed data types?
  32. 3D texture max dimension on NV cards
  33. Offscreen rendering with multisampled FBOs
  34. Overlapped materials and textures
  35. MRT and FBOs
  36. visualizing user clip planes?
  37. performance metrics
  38. Support of new extensions on ATI 2xxx 3xxx cards
  39. I demand someone run with this idea !!
  40. programmable tesselation unit
  41. PBOs and Memory
  42. Inconsistent alpha values
  43. FSAA rendering problem
  44. Light Indexed Deferred Rendering - new technique
  45. Vertex Buffer Objects and persistent bindings
  46. Please help me to answer My Urgent Question
  47. glCompressedTexImage2D for non compressed image 2d
  48. Transparency Anti-aliasing
  49. Texture memory limit
  50. Texture wrapping in shader + mipmapping
  51. OpenGL on separate Threads
  52. very simple shader program renders black artefacts
  53. FBO incomplete dimension on depthtexture
  54. Clipping issue with a display list
  55. problem with occlusion query
  56. glClipPlane sliding around. I'm baffled!
  57. Compiler specific memcpy issue to watch out for
  58. Detecting ATI HD series gfx. cards
  59. Picking trouble
  60. Vertex Caching
  61. Strange texture performance/behaviour
  62. Texture binding problem for glslang
  63. Help material on 3D meshes?
  64. Anybody ever used pixel buffer object multithread?
  65. Performance tipps/optimization regarding glRead...
  66. Overlapping lines
  67. Render to depth texture
  68. Basic projection
  69. vbo freezes my application
  70. EXT_framebuffer_object And Texture Repeat....
  71. Blitting inside backbuffer on nVidia (Solved)
  72. gl_PointSize and FBO - driver bug?
  73. Display lists and threads
  74. VBO layout of attributes
  75. Need help with spot light pixel shader
  76. PBO's an 3d texture performance
  77. Vertex transform and readback
  78. Alpha to coverage vs alpha test
  79. feedback render with display list runs slow on ATI
  80. How to force OGL to render command on specify card
  81. Blending function for maximum alpha estimation
  82. Hardware Skinning
  83. Is it possible to display RC in different DC?
  84. maya to openGL
  85. method to display different RC in a same window
  86. FBO, texture smoothing
  87. how can i texturing the GLUquadricObject
  88. FBO and multisampling
  89. difficult in translation and rotation
  90. render to cube map FBO
  91. using shadows
  92. one example program please
  93. Selection mode
  94. Display lists and VBO
  95. restrict tesselation to single drawing mode
  96. Texture mapping problem with volume rendering
  97. giving per-face-color in vertex array mode
  98. solve my problem
  99. NVidia Quadro AA Lines bug!?
  100. Game Model Format
  101. FBO + multisample + blit + multiple color buffers
  102. Question about SLI
  103. Mipmaps and HDR
  104. Model rotation
  105. Mixing 32 and 16 bit indices in a VBO
  106. FBO
  107. Textures: Front Face Only
  108. glBitmap on FBO
  109. glReadPixels() occasional Nvidia driver crash
  110. Need help with NV_transform_feedback
  111. Sharing image data between textures
  112. Big problem!. share textures between FBOs
  113. ATI texture coordinate precision
  114. VBO have 2x the memory footprint of DL
  115. WARNING! An extremely advanced question
  116. Support for EXT_framebuffer_object?
  117. glGetError always returns zero
  118. Help with shadow map projection.
  119. State Switching Performance
  120. pBuffers vs renderbuffers (FBO) - memory usage
  121. using gldrawpixels to fill an fbo depth attachment
  122. ATI & FBO & depth buffer & stencil buffer
  123. FBO question!
  124. rotation about the original Y and Z-axis
  125. glBlitFramebuffer question!
  126. Help with FBO once again!
  127. FBO works for my unit test, but failed with my app
  128. Is there a extension to compress texture data?
  129. Picking in OpenGL
  130. problem in planar shadow
  131. Using GL_BYTE for normal array
  132. store indices data in VBO
  133. offtopic: Know of any true double PCIe16x boards?
  134. Starting with cascaded shadow maps...
  135. Problem with integer texture
  136. border less window
  137. Depth Test Problem
  138. gl_FragCoord.z
  139. Specific Multi Threading usage in OpenGL
  140. updating VOB data!
  141. What are 3D textures useful for?
  142. Light Volume
  143. Memory usage
  144. stencil shadows and fog
  145. drifting
  146. AUTO Generated 3D Texture MipMaps ?
  147. glPrioritizeTexture vs GL_PRIORITIZE_TEXTURE
  148. ATI rectangle bug in ARB_fragment_program
  149. Making composite managers go along with OpenGL
  150. How to dump the depth to float texture?
  151. NV Driver BUG DXT5 ?
  152. Another GLSL shadow volume problem!!!!
  153. Pixel footprint in the world
  154. FBO multisample error
  155. Rendering on the browser window....
  156. glGetError joy
  157. CgFX - pass vertex attributes
  158. Cg vs. GLSL
  159. Drawing a 3D realistic looking coordinate system
  160. Parallax and environment mapping
  161. Cross-platform Setting Cursor Position
  162. Shadow map problems...
  163. GL access to desktop pixels, windows vs. linux
  164. WGL_ARB_render_texture
  165. glFramebufferTexture2DEXT and texture id 0
  166. Cubemaps and GL_RGB32F_ARB
  167. Supported Framebufferformat database
  168. 2D drawing: line one pixel too high
  169. Sunbeams in Crysis
  170. glGetXXX cost 15 millisecond! Why?
  171. which one is the best way to download image?
  172. help needed in deferred shading
  173. glReadPixels with PBO's stalls every nth iteration
  174. blitting from FBO to multisample-window
  175. A Hard Question
  176. Using Texture combiners to create a grayscale tex
  177. Low readback performance with PBO , help !!!!!
  178. Fill in colors
  179. PBO readback: different color format ATI vs NVIDIA
  180. Specular Mapping in the Lighting Equation
  181. moving display lists to new window
  182. Best Practice, matrix tracking or own matrix code
  183. glCopyTexImage2D and glPixelZoom
  184. Color Disappered Suddenly
  185. 2d orthographic projection bug???
  186. nuber of FBOs
  187. GL_RGB to GL_ALPHA
  188. OpenGL Bone Animation
  189. nothing wrote to FBO attachment
  190. GL_ARB_shader_texture_lod
  191. changed pixel ownership behavior
  192. YV12 format and OpenGl
  193. OpenGL MRT (Color Attachments) with Multisampling
  194. blended models
  195. Picking and Selection
  196. lines that shouldn't exist!
  197. gDEBugger Adds Linux support & Textures/Buffers...
  198. loading exr files to a texture
  199. Cubemap aliasing with mipmaps
  200. How to upload RGB555 image to texture?
  201. Are EXT's necessary for FBO use in OpenGL 2.1?
  202. how to get gluBuild3DMipmaps
  203. VBOs and ATI
  204. Weighted average for transparency
  205. blending decals/particles in a multi-pass renderer
  206. Crash if app ends without delete uniform buffer
  207. MRT + multisampling only 1 of the RT's
  208. Box texture mapping
  209. Assign opengl program to secondary GPU
  210. glTexImage2D bug or stupid mistake?
  211. GL_EXT_packed_depth_stencil bug
  212. PBO performance ( again )
  213. Line offset?
  214. glGenerateMipmap on ATI
  215. Any reason not to share GL context's resources
  216. PBO + texture non 2n sized texture
  217. opengl extension
  218. Clipping planes and MSAA
  219. glMaterial and OpenGL Spec...
  220. VBO and offset
  221. PBO Texture update double vram needed?
  222. pbuffer and colors
  223. Hardware Interupt Priorities
  224. Screen Z coordinate
  225. switching between FBOs with mipmapped textures
  226. Ray triangle intersection problem.
  227. Interesting hardware issue.
  228. SetPixelFormat crash (multisampling)
  229. FBO + float (ati_float and arb) = error
  230. Per pixel light projection off - cannot figure why
  231. glBlitFramebufferEXT vs glReadPixels
  232. per pixel spotlight off - me is clueless
  233. Mapping triangle to a right angle triangle
  234. GL_MAX_VIEWPORT_DIMS?
  235. Fast RGBA8 to INTENSITY8
  236. FBO + GL_LUMINANCE
  237. Multi-threaded GL Crash
  238. GL_ARB_texture_non_power_of_two support?
  239. GL_ARB_texture_float requires float pixel format?
  240. HW Coordinate System
  241. WGL_ARB_extensions_string vs WGL_EXT_extensions_st
  242. how to split a shadow map by using FBO
  243. glDeleteTextures problem
  244. iPhone Simulator
  245. Framebuffer object, multisampling and floats
  246. How to update VBO's data asynchronously?
  247. intermittent freezes, glPushAttrib
  248. glBufferSubData for other buffer targets
  249. Capturing OpenGL Output to Movie
  250. How to avoid saturation with multi-pass lighting?