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  1. Deferred Shading Stencil Tests
  2. mapBufferRange on older cards?
  3. mouse picking problem
  4. VertexArray in graphics memory
  5. REnder to FBO larger than window
  6. GL_TEXTURE_ENV_COLOR in the second texture stage.
  7. Shadow mapping in GLSL
  8. picking
  9. tilted solid cylinder!!!??? how
  10. question.
  11. Preformance issue with 3d texure and FBO
  12. Draw predication in opengl
  13. Possibly dumb question about FBOs
  14. DSA and texture buffer crash
  15. performance using glDrawElements or glArrayElement
  16. Ray generation problem
  17. Problem about coordinates relation
  18. Stereo Matching
  19. Hot topics in OpenGL nowadays
  20. Opening a window with out border
  21. export opengl 3d scene to SVG
  22. OpenGL 3.0 with NVIDIA ForceWare 182.06
  23. glGenTexture in a Display List
  24. Shadow Texture not smooth
  25. glVertexAttribDivisorARB
  26. DisplayLists LARGER than video RAM ... Problem ???
  27. Something in FF Pipe affecting rendering...
  28. Error on compressed 1D texture
  29. Optimal vertex attribute layouts
  30. Opengl as a raytracer preview window
  31. Bezier surface glEvalMesh2 question
  32. Perspective Depth Buffer?
  33. shadow mapping questions
  34. gl*Pointer calls purely setup when used with VBO?
  35. Offscreen rendering
  36. LUMINANCE32F and ...16F FBOs on ATI?
  37. Glow & Texture scale/bias & Blur on old hardware
  38. FBO and just a depth texture?
  39. Copying Depth Buffer To Texture.
  40. Problems with fbo's and blending
  41. GL_EXT_framebuffer_multisample
  42. Histogram Rendering
  43. Shadow map and spot light parameters
  44. OpenGL plotting routines?
  45. max 3d texture size & texture mem
  46. ANN: Carmine Exporter : Blender3D to OpenGL C/C++
  47. Laying down depth information
  48. Rendering via FBO to a shared cube map
  49. Synchronizing to vertical retrace
  50. alpha-to-coverage on NV 182.08
  51. Nvidia driver performance glitches, is it a bug?
  52. openGL urgent help needed: no texture, no graphic
  53. OpenGL driver "memory leak"
  54. ARB_FrameBuffer_Object on Radeon 4850
  55. Multi-threaded loading screen
  56. Depth_Stencil problem on Radeon 4850
  57. PBO + FBO performance
  58. "Adaptive Terrain Tesselation on the GPU"
  59. GLIM: OpenGL Immediate Mode for OpenGL 3.0
  60. Transform Feedback
  61. glTexImage2D with 16F textures?
  62. Interleaved IBO/VBO
  63. Gradient Problem
  64. Accelerated Stippled Line Drawing
  65. change point size per VBO element
  66. FBO with float texture color attachment; GEForce 7
  67. Rubberbanding problem under Multisampling mode!
  68. 3D texture attached to a FBO too big in VRAM
  69. FBOs and performance (again)
  70. efficiently sending data to GPU
  71. glCompressedTexImage2D generates GL_INVALID_ENUM
  72. resetting openGL state
  73. occlusion queries + instancing?
  74. Best Way for LOD, destructable voxel Terrain
  75. GPL code for per-pixel phong and ambient occlusion
  76. OpenGL vs. DirectX on embedded GPUs
  77. Incorrect data on NV with more than 8 attributes
  78. How can I know which polygons have been rasterized
  79. Regarding scale space extrema
  80. Multisample AntiAliasing and number of samples
  81. OpenGL 3.0 Texture Problems.
  82. Application without window
  83. Render from a new thread
  84. Framebuffer object not rendering?
  85. Checking for HW accelerated accum buffer
  86. Compute quad and tria normals automatically
  87. Texture Projection Issues
  88. Issues with culling and triangle strips
  89. glFramebufferRenderbufferEXT and glDepthMask
  90. How Show texture with vertex array...?
  91. PBO texture not resident
  92. Layered Rendering Performance
  93. glMapBufferRange always returns 0
  94. Bind texture AND attach to framebuffer object
  95. Multi Texturing problem
  96. gluNurbsSurface control point weights
  97. Displaying depth
  98. need to create terrain
  99. Movement of ship in Sea
  100. Missing core extensions in the 3.0 and 3.1 specs
  101. effect of obscuring/minimizing window on buffers
  102. render image in FBO
  103. multithreaded texture usage
  104. Display lists in 3.1
  105. Blending operations on integer framebuffer
  106. Overlaying texture on already rendered surfaces
  107. Multipass to multitexturing for tile engine
  108. NVidia dualview performance/fence/general problems
  109. Need help on 2d & 3d compositing!
  110. openGL multisampled FBO and Floating Point Texture
  111. Read off-screen pixles
  112. Different Blend Mode per RenderTarget
  113. Disappearing displayed image from screen
  114. start game screen with counter!?
  115. Transparency/color masking blending help!!
  116. number of control points???
  117. nVidia texture formats table has been updated
  118. glTexImage2D() access violation
  119. inconsistent or missing internal formats
  120. how to create surface from height map???
  121. how do i implement glGetTexImge
  122. Shadow maps without border color
  123. Multitexturing - It's driving me nuts!
  124. Reading back pixels (texture) using FBO
  125. glClearColor and integer/float frambuffers
  126. VBO representation problem
  127. Advanced texture filtering....
  128. SLI AFR + RTT = disaster?
  129. multi-level layer rendering using Open GL?
  130. Blending model edges
  131. FBO texture rendering trouble
  132. UBO experiences on NVidia
  133. nVidia: Array Textures not working in GL3 ?
  134. problem doing texturing
  135. glTexSubImage2D problem
  136. GL_ARB_framebuffer_object & relaxed size
  137. copying multiple render targets with glBlit...
  138. GL 3.1 Compliant Application
  139. Drawing a quad with GL3
  140. GL_MODULATE and multi-texturing with GLES
  141. G:_POINT_SPRITES textures order
  142. Feedback on new 3D mesh file format (OpenCTM)
  143. Stitching/Binding Images
  144. glTexXX3D upload speed from another thread
  145. Vertex Buffer Object
  146. Vista optimization problem
  147. Anti-Alias Settings?
  148. Problems from TEXTURE_2D to TEXTURE_RECTANGULAR
  149. Z-equal mode??
  150. glEnable(GL_TEXTURE_2D) and INVALID_ENUM
  151. VRAM and RAM Usage
  152. OpenGL/GLSL ShadowMapping Texture Matrix Issue
  153. tanspatrent background
  154. how to mapping the vbo more effectively
  155. ShadowMapping: Shadows only visible at y=0
  156. Texture problem with VBO
  157. Context creation problem from Vista service.
  158. Official Bindless Graphics feedback thread
  159. Tessellate NURBS and get vertex without callback
  160. OpenGL 3 Programming Code
  161. Converting gl_FragCoord to model space
  162. VBO performance problem with multiple threads
  163. Index Buffer Object crashes nvidia driver
  164. how many FBOs is too many?
  165. 32 bit Z-buffer
  166. Fences
  167. windows when rendering to FBOs from many threads
  168. fastest wide-width box filter
  169. FBOs and textures other that RGBA
  170. Drawing to FBO produces odd "effect." Ideas???
  171. What does cubemap being left-handed really mean?
  172. PCI express 2.0, glCompressedTexImage2DARB
  173. 3D sketch of face
  174. 3D sketch of face
  175. Vertex cache optimization
  176. Anti-Aliased Lines
  177. GLUT: Warning in EXEC: glutInit being called a sec
  178. FBO Corruption on ATi/Mac
  179. Querying default framebuffer color bits (OpenGL 3)
  180. nview playing silly buggers
  181. Perlin Noise implement problem
  182. GPGPU, SwapBuffers and multithreaded rendering
  183. why can't get pixel depth from proE model window
  184. Quadtree and Frustum in OpenGL
  185. Performance of VAO's and array buffers
  186. render to texture
  187. Using FBO to render to partial texture
  188. A few questions about Render to Memory techniques
  189. Converting vertexes to pixels
  190. demo opengl+opencv+ tetures with webcamImages
  191. glBlendFunc: Use texture as mask
  192. help please
  193. FBO and blending
  194. Multiple Vertex Layout
  195. Hardware skinning - a paradox
  196. NVIDIA Driver Bug?
  197. Integet texture with fbo
  198. Pick Matrix Internals
  199. Blending question
  200. glSecondaryColor without alpha :-(
  201. Intel X3100 - GLSL but no multitexturing?
  202. Partial rendering in FBO
  203. GL_REPEAT on Cube Maps??
  204. Texture Format for Position Data
  205. VBO - index data gets corrupted
  206. Recommend me some good graphics books please
  207. CLAMP_TO_EDGE not working in OpenGL3 on nVidia?
  208. Weird problem with gl_ModelViewMatrix
  209. remove black background from texture
  210. GLSL Render To FBO with Multiple Texture Sources
  211. multiple FBO and one depth buffer
  212. Casting shadows from wireframe object
  213. PBO and texture loading/swapping speed
  214. two sided lighting invalid
  215. Question about using quaternions
  216. How do I obtain the installed driver version?
  217. DDS Volume textures
  218. FBO with multiple color attachments and MSAA
  219. Getting list of frag data output names
  220. MSAA and access to individual samples
  221. OpenGL v2.1 + GLSL v1.2 => OpenGL v3.1 + GLSL v1.4
  222. i have a problem. Please help me...
  223. OpenGL + CG + ATI = ??
  224. Reading and testing a depth buffer
  225. Terrible ATI opengl performance
  226. How to determine driver problems?
  227. VBO to VAO
  228. shadow algorithms
  229. gluScaleImage for 3D texture
  230. Maximum Intensity Projection
  231. how to derermine if FBO format is supported ?
  232. ??? include OpenGL headers for OpenGL v3.10+ code
  233. JOGL: all gl method calls throw "GL_INVALID_ENUM"
  234. Self-shadowing with stencils
  235. Why OpenGL is so dynamic?
  236. octree in gpu raycasting (volume rendering)
  237. Trilinear filtering on texture array
  238. Antialiasing and depth peeling
  239. texture data manipulation
  240. Depth of Field + Translucency
  241. Regarding Graphics Library Development
  242. Random Number Generator in GLSL
  243. ATI + two GL contexts sharing resources = trouble?
  244. OpenGL 3.1 and Cg/Cg FX
  245. Opening Unigraphics (CAD) file in OpenGL
  246. Reuse Pixel buffer without pointer change/update
  247. Create fast a texture with overdraw information
  248. Opengl 3.1, and Uniform Blocks question.
  249. VAO and shaders
  250. OpenGL in VBA (Access) Help Please