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  1. Putting gluQuadratic objects into VBOs...
  2. which internal format should be use for 10bit img
  3. OpenGL and Multithreads
  4. rendering from audio/radio signal or camera view
  5. Catalyst 8.9 with OpenGL 3.0 support
  6. Is it possible to FBO+cubemap(or array tex)+MRT?
  7. glCompressedTexSubImage2D
  8. Can I change texture's internal format freely
  9. i32f texturearray DMA streaming problems
  10. Need PCSS demo/code
  11. Are vertex attributes in a fragment shader valid?
  12. glCopyTexImage2D
  13. glCopyTexImage2D and transparent clear color.
  14. Semi-transparent texture
  15. id Software File Format(s)
  16. Render to texture using FBO on ATI Radeon 9550
  17. Two images difference using OpenGL
  18. Install OpenGL program with a driver
  19. Number of vertices
  20. texture_buffer_object slow performance
  21. Rendering context issue
  22. Invalid Operation - glDrawBuffer/glPopAttrib
  23. Is this motion blur paper correct?
  24. State Management Architecture
  25. OpenGL / Windows Vista problem
  26. Textures: glEnableClientState vs glEnable
  27. PBO for async glGetTexImage, random slowdowns..
  28. Display lists vs. vertices arrays
  29. Deferred Shading...How to Render Sky w/o Lighting
  30. working around texture wrapping
  31. FBOs and depth peeling
  32. FBO, multisampling and render to texture
  33. Texture Atlas edge artifacts...how to fix?
  34. How to use glDrawElements to draw a building?
  35. Depth comparison
  36. GL Shader 1.30 and fragment outputs
  37. a problem on shadow mappping
  38. Ignore Pixel ownership test?
  39. Application hanging with NVidia drivers 178.13?
  40. ATI support as of 8.9 drivers
  41. SetPixelFormat problem
  42. creating context, opengl drawing(Visual Studio 6)
  43. depth testing with FBO
  44. issues on shadow volume
  45. glDrawElements
  46. Multisampled color buffer with non-MSAA depth?
  47. Memory consumption of vertex arrays w VBO
  48. Multiple sample FBO problem in line drawing
  49. Probleme with PixelFormat And OpenGL Extension
  50. Instancing with EXT_draw_instanced
  51. How is gl_FragCoord.z computed - depth calc prob
  52. Multisampled Depth Renderbuffer
  53. How to copy data from one texture to another?
  54. Problems with GLM library
  55. Outputting FragColor as a ubyte
  56. OpenGL for Windows Forms
  57. Difference between OpenGL and CSGL
  58. Issue in using depth texture for VTF
  59. how to view image from ycbcr using glDrawPixels()
  60. PBO + glReadPixels not so fast?
  61. Quick question about wglCreateContextAttribsARB
  62. Marschner hair lighting question
  63. Bug with glTexSubImage2D with Texture NPOT
  64. Dulling down overlapped blended polygons
  65. how to get available GPU memory space
  66. Determining angles from Modelview Matrix
  67. NV_explicit_multisample specification
  68. FBO and TEXTURE_RECTANGLE_ARB
  69. Geometry shaders and depth testing
  70. VBO perfomance drop after some BufferData calls
  71. creating nurbs
  72. Skydomes
  73. Stencil Buffer Replacement
  74. Framebuffer blit on float targets
  75. who's using occlusion testing
  76. Glu Tesselator Crashes!
  77. FBO + RTT array layer + newer drivers = error!
  78. Dual display cause performance drop down
  79. The most "Industry Standard Method" for shading?
  80. Mapping problem
  81. Conditional render with BY_REGION_WAIT crashes
  82. Quick FBO question....
  83. glVertexAttribPointer or.. ?
  84. Quad strip issue
  85. Hierarchial Occlusion Culling
  86. querying available AA modes?
  87. how to add texture to a ray tracer
  88. glDrawPixels affected from texturing?
  89. Request For Shadow Mapping Tutorials Using GLSL
  90. Scaled object faster than 'big' object.. Why?
  91. Problem with vertices projection
  92. help required
  93. GL_ARB_vertex_array_object
  94. GL_EXT_direct_state_access, how are you using it?
  95. FBO Problem on ATI - driver bug?
  96. What does GL_STEREO mean?
  97. OpenGL application on x64
  98. Linking Program Problem
  99. How to do supersampling of a raytracer
  100. wglShareLists - Sharing textures between rendering
  101. Triple buffering
  102. [ATI BUG] glUseProgramObject() NOP changes output
  103. Which way is faster for VBO usage
  104. Area of light influence and deferred shading
  105. Mipmap questions
  106. Pre-mature EOF in Shader???
  107. Quick query about the GL 3.0 spec
  108. glTexImage3DEXT crashed
  109. WGL_NV_gpu_affinity problem
  110. 3D Grab Handle
  111. How to implement glow
  112. 8.11: GL_EXT_transform_feedback on ATI card!
  113. Volume Intersection Problem
  114. black blocks appearing out of nowhere
  115. What will be the facing of co-linear triangle?
  116. The meaning of the 0.375 pixel translation
  117. Question about lines/triangles with adjacency
  118. Depth FBO problem
  119. 3D Mouse Drag
  120. Support for line smoothing in float fbo
  121. TextOut on the buffer OpenGL
  122. 32F texture clamping?
  123. Replacing gl_NormalMatrx...
  124. what's the impact of glBeing(),glEnd()
  125. Question about Multi Display OGL render?
  126. True support for render to RGBA16 (not float)
  127. massive occlusion query in FBO
  128. PBO Performance (yet again)
  129. GPU-based mesh deformation
  130. mipmap genaration from several texture handles
  131. Coplanar line and polygon
  132. quetion for SLI:is there any api in OpenGL for SLI
  133. Corrupt compressed 2D texture array texture on NV
  134. FBO problem on ATI
  135. Question about Deferred Shading implementation
  136. No texture fetching on Radeon 4850?
  137. Serializing texture generation from threads
  138. Problem With Stencil Operations
  139. Reduce code, use of glTexImage3D ... ?
  140. can't figure out alpha blitting
  141. Terrain using geometry Clipmaps
  142. Anyone using COMPRESSED_RGBA_S3TC_DXT1_EXT?
  143. Question about obtaining position from depth..
  144. Understanding GLexpert output
  145. work with several contexts from different threads
  146. Instancing without bindable uniforms?
  147. Max uniform matrix array size?
  148. Question about per pixel lighting equation
  149. Reading FSAA with FBO and glReadPixels
  150. Update on the latest gDEBugger developments
  151. Changing Picture Every Several Seconds
  152. Projection problem
  153. Projective texturing problem with shaders
  154. Reading back an integer texture (texture_integer)
  155. GL_RGBA textures
  156. Wanted! - MMOG Know-how /technology to buy
  157. OpenGL Offscreen rendering using Windows Bitmap
  158. Attach back buffer to FBO
  159. GLext.h won't compile
  160. MRT
  161. fragment program (arbfp1.0) Blur effect
  162. Using GL_TEXTURE_BASE_LEVEL with a comple texture
  163. 2d line into 3d rectangle/square
  164. Weird shader behavior: discard and gl_Normal
  165. Unicode text?
  166. Write to stencil buffer halts the application
  167. Wireframe in GL3
  168. Walls, windows, and doors?
  169. About BUO binding point
  170. Sample MRT Texture and Write to its attachment?
  171. Deleting a framebuffer makes my application crash
  172. NVidia multithreading problems
  173. Intermediate lighting buffer for deferred shading
  174. number of the OpenGL 3.0 beast
  175. Flattening 3D to 2D?
  176. Software textures.
  177. Is it possible to develop an appn for data conver.
  178. shading a scene when using shaders
  179. Early depth pass benefit when target is FBO?
  180. graphing z=f(x,y,t) on large x-y grids
  181. PBOs slow... Looking for the reason..
  182. Rendering with 2 contexts killing the fps
  183. Depth texture and FBO
  184. glGenerateMipmapEXT crashes on ATI
  185. Live video and texture2D
  186. FBO viewport issues
  187. Switch between MSAA and no MSAA in realtime
  188. glCopyTexImage2D for mipmaps
  189. drawing into 2D texture
  190. PBO DMA transfers and completion
  191. Architecture: Why is OpenGL state-based?
  192. FBO performance drops
  193. glMapBufferRange and GL_INVALID_OPERATION error
  194. 3D Puzzle
  195. FBO performance problem on NVidia
  196. shadow map question
  197. GL_EXT_gpu_program_parameters not working :(
  198. S3 Graphics?
  199. Indices in VBO
  200. Multiple glLight & GL_DOT3_RGBA
  201. Optimising OpenGL in Blender 2.50 - swap buffers
  202. ARB_instanced_arrays
  203. NVidia Driver Bug with 2 displays
  204. VBO - Remote Display fails
  205. Hiding a bitmap
  206. driver bugs with glstate.light[i] uniforms in fp
  207. Camera control for 2D-3D-2D transition
  208. Hierarchical Shadow Map
  209. FBO's in Double Buffer for offscreen rendering?
  210. Weird Drawing Behavior
  211. Scissor state not saved with GL_ENABLE_BIT
  212. Writing the Blend-Color in the fragment shader
  213. Methods for getting dedicated VRam size.
  214. OpenGL shared context.. Simple example..
  215. Reflection / glTexGeni Question (with Image)
  216. Change FBO attachment on-the-fly
  217. Vertex array object
  218. FBO working for tex_rectangle but not tex_2d
  219. Need asset: RGB32F pictures ...
  220. VBO and indices
  221. Advanced image capturing
  222. check for render-to-float-texture with blending?
  223. Alternatives to OpenGL picking...
  224. VBOs on multiple displays (windows)
  225. Disable Texture Unit in fix function pipeline
  226. Loading screen
  227. Optimize performance for displaying text
  228. Alpha scaling with fixed-func OpenGL
  229. panning
  230. Multisampled FBO => flimmering artifacts on ATI
  231. masking and performance
  232. When a call is really a redundant call...
  233. Anyone used VTF to do terrain rendering?
  234. GL3.0 and matrix stacks
  235. MRT and blending..
  236. AMD r600/r700 cards register specifications..
  237. VBO: GL_ELEMENT_ARRAY_BUFFER with tex UV coords ?
  238. Shadow mapping - no shadows
  239. Laptop GPUs with more than 8bit/component support
  240. FBO switching overhead
  241. At a loss for shadow map
  242. ATI: glTexImage2D with large texture doesn't work
  243. gluSphere, glDrawArrays and Blending
  244. Stuffing Elements into combined Vertex Array...
  245. So many vertices!
  246. Texture2DArray and GL_LUMINANCE32F_ARB
  247. On board GPUs
  248. GL_fence_NV and glFinish
  249. Texture combiners (OpenGL fixed pipeline)
  250. wglMakeCurrent -> GL_INVALID_VALUE