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  1. Stopping driver from buffering frames
  2. glPopAttrib() throws GL_INVALID_OPERATION ?!
  3. PBO questions
  4. Transparency issues, polygon sorting, headaches...
  5. GL_SAMPLE_ALPHA_TO_COVERAGE?
  6. Texture Atlas Problem
  7. Early depth and float depth texture
  8. Latest NV exts. only on 8xxx and 9xxx ??
  9. dual rgba8 still faster than one rgba_16f on G80?
  10. PBO performances & compressed textures
  11. VBO Bug? ColorArray is bound, mapped, but disabled
  12. Avoid GL_DYNAMIC_READ
  13. Bug drawing to depth-only framebuffer
  14. How to do multitexturing and tessellation together
  15. glcopytex2d alpha problem
  16. absolutely weird blending problem
  17. glCompressedTexImage2D with PBO
  18. VBO corruption
  19. wglShareLists() and Multiple Render Windows
  20. Geoemtry Instancing
  21. gluEndSurface(GL3_CONE_OF_SILENCE_ARB)
  22. Cubemap to Fisheye
  23. how to draw triangle mesh?
  24. No GL3 and no newsletter yet...
  25. Asyncronous locking
  26. Jerking display
  27. How to use vsync???
  28. Sliding image problem
  29. Artifacts during zooming (glOrtho)
  30. PCIe data transfers (Textures/PBO/anything else)
  31. glDrawPixels+Shaders = slow?
  32. render to vertex buffer
  33. Optimization question
  34. FPS seems locked on Nvidia
  35. Segfault in GL lib
  36. glGet Alternative?
  37. Transparency and shaders
  38. Window Pixels to 3D World Coords Transformation
  39. Trying to put 16bit Data in 1 channel
  40. Deferred shading
  41. FBO + multisampling = AMD ATI Catalyst 8.5
  42. NVIDIA G-Sync
  43. multithreaded texture loading
  44. NPOT Texture streaming
  45. Counting seconds and moving
  46. VBO's much slower than VA's ??
  47. SLI OpenGL programming
  48. OpenGL ES Per Pixel Lighting
  49. Loading PNG images quickly
  50. multithreaded shader compilation
  51. Problem:Light volume projection & Deferred Shading
  52. Cubemap depth FBOs?
  53. 100.000 polys w/lighting @ 30 fps - how?
  54. wglBindTexImageARB causes page fault
  55. rendering artefact
  56. DXTC image uploading issues
  57. how to set projection matrix to match Maya view?
  58. CSG for tesselated objects
  59. Stencil pass for deferred lighting
  60. Depth-based screen-space effects and multisampling
  61. directional light seems to "flicker" (Bug?)
  62. Switch from fullscreen
  63. emulate NV_depth_clamp on ATI
  64. light position transformations in shader
  65. Accessing a texture2DArray, speed it up?
  66. PBO and Texture Float ...
  67. Clamped float values in PBO ...
  68. Best OpenGL-friendly terrain algorithm
  69. glBufferData latency?
  70. how to detect when OpenGL reaches the memory limit
  71. texture border = black mipmaps
  72. Depth to Color + multisampling?
  73. GeForce GTX 280... what for us, programmers? :)
  74. Remote program uses local GPU?
  75. 513x513 grid of data to 512x512 texture
  76. Manual modification of texture pixel data.
  77. Catalyst 8.6
  78. Gaussian Blur on texture
  79. Texture subload
  80. Supported FBO Texture Internal Formats
  81. gluProject(..) + sprites with Z values.
  82. Texture questions...
  83. Display list slower than direct rendering?
  84. another Depth texture question
  85. point sprites and texture matrix
  86. Texture interpolation with vertex buffers
  87. Creating JPG without a window
  88. Multiple depth targets
  89. Backstabbed by skanky IHVs
  90. What's going on with WGL_NV_multisample_coverage?
  91. TBN Matrix on back-side of triangle
  92. Read and write from/to the same texture
  93. EXT_transform_feedback
  94. glDrawArrays not using VBO
  95. VBOs slow and crashing...
  96. ATI Radeon HD 4800 OpenGL features
  97. FBO - texture_2D_array problems
  98. What happened to 3Dc?
  99. Trouble with 8-bit single channel 3D texture
  100. GLSL Issue on ATI Card
  101. GL_SELECT
  102. ATI and lack of h/w support
  103. strange FBO Multisampling behavior
  104. Maximum texture binds per bufferswap?
  105. GL_EXT_timer_query --> driver bug ?
  106. Map triangle texture to a right triangle
  107. TexSubImage2d() + padding
  108. OpenGL is Dead!!!
  109. Help with eyeZ calculation?
  110. FBO + ATi card == problem?
  111. glLineStipple not behaving
  112. nVidia multithreading issues
  113. MATRIX_PALETTE - normals
  114. NV_depth_buffer_float > 1.0
  115. How to create a swept surface ?
  116. Nvidia Simple Depth Float tutorial
  117. How to use glFrustumf?
  118. strange transform feedback problem
  119. PBO for streaming textures
  120. glHint with line, point, polygon smoothing hints
  121. Bug in gl.spec for StencilFuncSeparate?
  122. Deferred shading - light volume
  123. FBO, cubemap and depthmap
  124. Helpm Required for 3rd Person Camera Collision!!!!
  125. Smoke/water effect demo
  126. DX9, DX10, GL2.1 and GL3 wrapper (w.r.t. shaders)
  127. glDrawElements() crash from time to time
  128. how to map an image onto an irregular 3d object?
  129. Multisample resolve is not gamma correct with FBOs
  130. Depth buffer precision
  131. Depth peeling problem
  132. how to calculate tangent vector for each vertex ?
  133. how to use Free-Form Deformation?
  134. Spec Files
  135. A view that displays my entire model?
  136. Coverage Sampling Anti-aliasing artefacts
  137. gluNurbs function
  138. Color update problem
  139. Help with Cascading Shadowmapping
  140. Centre the scene on the screen
  141. SSAO using GLSL
  142. Wrapping around a cylindrical surface.
  143. Color clamping on ATI
  144. EXT_bindable_uniform: extremely buggy?
  145. Display list compilation speed
  146. State saving for multithreaded application
  147. VTF to do terrain rendering
  148. [Question] excluding statements from display list
  149. Bad 2D glyphs rendering using point sprites
  150. Getting vertices/polygons after depth buffer test?
  151. Fisheye Projection With an Offset
  152. Crash in glIsEnabled with FBO
  153. ATI/AMD card owner debug help
  154. Transform feedback buffer binding
  155. Lines antialiasing produces incorrect results
  156. Fastest way to copy data for FBO / backbuffer?
  157. Can FBOs share textures?
  158. Can't get FBO to work on GeForce 7400m
  159. DDS 3D Texture Samples
  160. OpenGL 3.0 on its way after all?
  161. More FBO problems on NVIDIA
  162. Emulating OpenGL Normals Calculation
  163. Pulling color data from texture coordinates
  164. Buffer Object Usage Hints
  165. Separate coordinate arrays for glVertexPointer.
  166. relief mapping: artifacts at polygon boundaries
  167. Problems using multiple texture2DProj() from depth
  168. Error in new extension header files
  169. GLSL 1.30
  170. 3D meshes Transparency and background color
  171. Textures and Multithreading
  172. OpenGL 3.0 drivers, when?
  173. Transform Feedback Data Format
  174. Use of FBO and GL_TEXTURE_RECTANGLE_ARB
  175. Problem with GL_POINT_DISTANCE_ATTENUATION
  176. gl3 spec bug
  177. Official NVIDIA OpenGL 3.0 beta driver thread
  178. Experimenting with EXT_direct_state_access
  179. glGetMinmax, FBOs, and HDR textures
  180. Reading from & writing to a texture at once? (FBO)
  181. 3d rotaion and translation
  182. lighting
  183. Get amount of graphics memory
  184. NVidia Cg Philosophical Question
  185. using vbo with .obj file loader
  186. Optimisation to display points
  187. Reconstructing Eye Coord from FragCoord?
  188. Coding for the future: opengl 4 & 5?
  189. How to reset all OpenGL state
  190. Drawing with OpenGL from other application
  191. rendering geometry individually
  192. compressing normals/tangents vector
  193. OpenGL ES 1.1 without OS
  194. glPushClientAttrib in GL_ARB_vertex_array_object
  195. Offscreen rendering
  196. blending problem + cullface
  197. Placing thousands of models on a sphere..
  198. Drawing without the fixed-function pipeline
  199. Do FBOs have a non-trivial memory footprint?
  200. Single pixel cracking issue
  201. Opengl 3.0 deprecation equivalents
  202. DrawElements with VBOs
  203. Dynamic Cubemapping with FBO's
  204. gl_ClipVertex
  205. Pixel formats problems (MX 440)
  206. Store shader output (color) on vertex structures
  207. Interior Mapping (Humus demo)
  208. Registry update for 3.0 APIglext.h / .spec files
  209. Rigid transformations from the fixed pipeline?
  210. Creating a plane thats parallel to the view camera
  211. Repeating / Reusing normal / texcoord data
  212. [3.0] Wide lines deprecated
  213. Point Sprite Attenuation
  214. How to improve texture coordinate accuracy?
  215. The code is fine: except for wintel hardware.
  216. Projected Geometry
  217. What must be done when glUnmapBufferARB fails ?
  218. material and light problem
  219. shadowmap gets extruded at the borders -black bars
  220. Tesselating Quadratics
  221. Apple-style reflection
  222. Which extensions are useful with gl3?
  223. client state and selection buffer
  224. FBO, 1 depth buffer
  225. Regarding Immersive Visualization
  226. Read back problem.. MX 440
  227. Slow in last glVertex2f()
  228. Surface of Revolution
  229. glCopyTexSubImage3DEXT alternatives
  230. Flickering Multiple Monitor
  231. SSAO edge cases, how to handle them?
  232. GL_TEXTURE_2D dimensions don't have to be POW ?
  233. How to deal 10bit image on OpenGL
  234. Surface of Revolution advanced
  235. Object-to-pixel coordinate transformations
  236. Performance of integer texture upload
  237. Man pages source available in Khronos Subversion
  238. texture mapping
  239. GL_EXTENSIONS replacement
  240. Streaming video to OpenGl texture
  241. VBO
  242. FBO with mixed format texture
  243. glCompressedTexSubImage2D and DXT1
  244. FSAA
  245. Which internal format should I use for 10bit image
  246. center point of a perspective viewing volume
  247. FBO call surrogate
  248. Conditional Rendering and Batch Counts
  249. ATI, GL_NV_Fence, GL_Sync, and Threads..
  250. Query points close to a cut plane in point cloud