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  1. Culling error? Deferred Shading (Geometry Stage)
  2. Force repaint
  3. glsl - specify buffer, but no assigdment to frag
  4. Separate blend equations for FBO color attachments
  5. create display lists in another thread
  6. OpenGL and alpha masks
  7. OpenGL ES Job
  8. OpenGL Extensions
  9. A bit of trouble with offscreen rendering
  10. Grid tesselation
  11. Having trouble with clipping and edge flags
  12. VBO optimization: bandwidth & culling granularity
  13. glReadPixels return garbage on some cards
  14. Abt smooth group
  15. Frustum projection on ground plane
  16. Texture State Problem
  17. Conditional rendering
  18. Decreasing precision of increasing vertex ranges
  19. Hiding labels
  20. (ATI) glDrawRangeElements with VBOs: Memory leak?
  21. Combining different coord-array (eg. x[n] & y[n])
  22. rendering contexts <=> extension function pointers
  23. Off-screen rendering bigger than current window
  24. displaying a pbo using opengl 3.1
  25. Blending problem
  26. GL 3.x status on ATI?
  27. View Frustum Clipping
  28. ATI, GLSL and custom cliping planes
  29. GL 3.1 and glsl 1.4
  30. Reading back shadow-only FBO?
  31. PBO + glReadPixels stalling (asking for GL_FLOATs)
  32. Need Suggestion
  33. Blending Rectangular Texture
  34. How to get the horizontal fov?
  35. OpenGL 3.0/3.1 "exclusive" features?
  36. The way to reconstruct position in Leadwerks
  37. Simple question: Triangles per second
  38. Quad Buffered Stereo: which OS/consumer cards
  39. What can I do with _just_ ARBVP1?
  40. Great OpenGL 3.1 tutorial
  41. Instancing, hardware skinning and normal maps.
  42. the best way to animate
  43. FBO: Texture Re-attachment Problem
  44. FBO's and triangle strips...
  45. glDrawArray not seeing VBOs
  46. Readback texture from FBO (using PBO?)
  47. creating a background image
  48. Looking for an up to date tutorial site
  49. openscenegraph
  50. Topics for a doctor research
  51. How to implement region selection?
  52. read and write standard image files.
  53. VBO remembers theirs offsets ?
  54. OPENGL32.dll and MSVCRT.dll missing functions
  55. how to build a Gaussian mask?
  56. Help Needed with commenting a code
  57. Rendering nearest data in application.
  58. FBO that writes in the colorbuffer
  59. what when Up vector not orthogonal to Lookat?
  60. World pixel reconstruction from depth
  61. Help with simple shooting range
  62. ARB_vertex_array_object usage pattern
  63. New extensions in the extension registy
  64. How to improve polygonal text quality?
  65. glGenerateMipmapEXT: very poor performance?
  66. Looking for an OpenGL iPhone Game Developer
  67. GL_MAX_RENDERBUFFER_SIZE
  68. Has anyone ever used Nvidia Shader Library?
  69. glGetFloatv and MODELVIEW_MATR performance issues?
  70. antialiasing transparency
  71. Soft blending do it yourself? [SOLVED]
  72. VAO perfomance
  73. Best GLSL resources?
  74. EXT_separate_shader_objects? (...and friends)
  75. Optional gl_Position in GLGL 1.40
  76. Deferred lighting shadows.
  77. need to stitch pixel segments & save as jpg file
  78. stereo rendering to 2 different dispalys
  79. gl_PointCoord and OpenGL 3.1 / GLSL 1.4
  80. Quaternion interpolation
  81. NURBS circular arc problem
  82. Compressed texture
  83. Best openGL books?
  84. Terrain optimization
  85. Deferred rendering skybox troubles
  86. Real-world camera parameters
  87. Vertex selection for large objects
  88. Passing light pos/dir to GLSL in eye space
  89. Can't get wglGetProcAddress to work in opengl 3.1
  90. OpenGL rendering without DISPLAY
  91. 3DS file
  92. Texture Array Seam
  93. New NV driver breaks my app (190.38)
  94. Needed Help A.S.A.P
  95. PBO and glPushClientAttrib
  96. Strange thing with glReadPixels
  97. Rendering without vertex data (gl_VertexID only)
  98. fast path vertex tweening
  99. Many VBOs vs. single VB for dynamic meshes
  100. on spec files
  101. mapping texture on ram
  102. Best Substitute for glDrawPixels Under OpenGL ES
  103. Optimal rendering of video as texture
  104. 2D vector graphics with opengl
  105. Does OpenGL support instancing?
  106. Multiple Rendering Windows
  107. Texture Array tiles and multisampling
  108. Compressed Texture Upload
  109. Questions in Inferred Lighting
  110. Mapping and corruption on GL implementations
  111. Solid + Wireframe
  112. L System - Algorithmic Beauty of Plants
  113. Trouble with Geometry Shaders on ATI 9.8
  114. MSAA: sampling artifacts with alpha textures
  115. about page flipping
  116. Applying a transform to every vertex in a scene
  117. Switching Shader Programs
  118. MSAA doesn't support integer texture?
  119. Win7 driver problem--nothing drawn in the window.
  120. Point Sprite Diffuse Lighting
  121. DXTC texture, mipmaps and work around ...
  122. X11 forwarding and OpenGL extensions
  123. getting versions
  124. Java to C++ to OpenGL
  125. unsigned short/int performance
  126. How Mix Textures and drawing?
  127. need help: multi-threaded openGL programming
  128. Quaternions: 2 different definitions????
  129. Need help for path simulation
  130. Alias-Free Shadow Maps
  131. glGetActiveAttrib and wrong number
  132. projection matrix
  133. Any resource about "Cone Filter"?
  134. GL_QUADS acting weirdly
  135. Picking a skinned character
  136. Geometry Shader Confusion
  137. Unbinding VBO under GL-3
  138. NV_texture_barrier
  139. color masking a glTexSubImage2D call
  140. manual bilinear filter
  141. Depth texture comparison with multisampled FBO
  142. Libs for character animation + dynamic cloth
  143. Depth-of-field: almost there
  144. DirectX LinearizeDepth in OpenGL?
  145. Creating a context on a specified GPU
  146. Obating an XRay effect
  147. FBO: Depth Buffer or Depth Texture?
  148. bumpMapping matrices kung-fu.
  149. luminance texture under GL3.2
  150. Instancing Performance
  151. WGL_ARB_render_texture & multithread
  152. drawing antialiased lines on triangular mesh
  153. Reduce bandwidth: glNormalPointer glTexCoordPoin ?
  154. howto disable multisampling for stencil buffer?
  155. Share rendering context between window / pbuffer
  156. Render To Vertex Array (R2VA)
  157. VBOs and rendering solid meshes
  158. mistake in manpage of glBufferData ?
  159. readpixels grinding on the cpu
  160. pBuffer vs PBO vs FBO
  161. Create and initialize pbuffer on OpenGL ES 1.1
  162. gl.spec and gl.tm
  163. Horrific uniform buffers bug on NVidia drivers
  164. FBO + multisampling + non-power-of-two
  165. Different depth-values using the same settings
  166. glMultMatrixd()
  167. Layer composition, textures & alpha blending issue
  168. uploading textures beyond VRAM
  169. tools/database to know supported GL extensions
  170. WGL_NVX_DX_interop extension
  171. Software Implemntation
  172. alpha blending without modifying destination alpha
  173. Texture 3D
  174. Multisampling and GL_STENCIL_INDEX
  175. glPixelTransferf in or out of GL3.2 ?
  176. EXT_packed_depth_stencil and multisampling?
  177. Stencil Routed K-buffer sample needed in OpenGL
  178. MRT for Texture2DArray
  179. glBlitFramebuffer() from single to multisampled?
  180. Problems with glCompressedTexSubImage3D
  181. What exactly do display lists do?
  182. Compiling shader in separate thread
  183. Radeon 5870
  184. How to get the 'fast' exp2?
  185. Creating an elevation map from the depth buffer
  186. ATI and Nvidia extensions for DX11 and 10.1 ARBs
  187. How to "fill" a solid?
  188. is there an early stencil test?
  189. Why is GPU-CPU transfer slow?
  190. glBlitFramebufferEXT and ATI cards
  191. problem with QT-openGL-display list
  192. share display list QGLWidget
  193. Anti-Alias, trilinear, Anisotropic ?
  194. Detecting if an OpenGL debugger is being used
  195. Occlusion Query ideal sample count
  196. Render to texture and multisampling
  197. gl_ClipDistance not working with nvidia cards
  198. Shadowmapping on iphone 3GS ?
  199. Trilinear interpolation in 3d textures
  200. NVIDIA cards and RGB10_A2
  201. No Instancing support for GL 2.x ?
  202. Tilted Mirror ?
  203. Dynamic control point array in gluNurbsSurface()
  204. Near plane quad
  205. Texture with perspective already in it, overlayed
  206. depth to position (ala leadwerks)
  207. question about light prepass and msaa
  208. VBO to VBO data transfer
  209. warp a an image on multiface object
  210. Problem With Multitexturing
  211. Physic with OpenGL
  212. Packing a float into a GL_RGB texture
  213. OpenGL 3.2 and NV_Vertex_Buffer_Unified_Memory
  214. picking and camera projection.
  215. Obtaining axes rotations from view direction
  216. Multisample FBO problems with stencil buffer
  217. Color vs. DepthStencil clear
  218. Problem rotating an object
  219. Final pixel position after transformations
  220. GL_TEXTURE_2D_ARRAY_EXT issue regarding CLAMP_TO_B
  221. Video Rending in OpenGL
  222. GLSL recompile on uniform call
  223. Stencil routed A-buffer (explict_multisample)
  224. smooth animation of camera moving
  225. something wrong when use the wglUseFontBitmapsW
  226. HeightMap to NormalMap
  227. max clip distance/plane on nVidia hardware
  228. Mouse Co-ordinates
  229. Drawing different Planes
  230. Instancing, Batching, and Conditional Rendering
  231. immediate mode "on top of" vertex buffers
  232. GLSL: a few questions about sampler3d
  233. quickly draw precise line
  234. How do you use your renderer targets?
  235. vbo
  236. Evaluating points on a NURBS surface
  237. import .x file
  238. Multitexture with independent texture color blend
  239. UBO poor performance [GL 3.1]
  240. (3.2) Texture coords problem
  241. Tessellation with displacement
  242. FBO setup failure on ATI X1800
  243. Depth texture GLSL
  244. Smooth Rotation of large triangle mesh
  245. Slow rendering using draw instanced
  246. Index Arrays... Should that memory be in GPU ?
  247. Shadow techniques.
  248. ARB program parameters
  249. Bitwise?
  250. How to effectively resize framebuffer image ?