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  1. bezier
  2. Displaying YUV:411 (NV12) texture with OpenGL
  3. glReadPixels: more precision than GL_RED_BITS
  4. OpenGL Performance
  5. Could here two process share with vbo?
  6. My code in OpenGL with texture just did not work
  7. Cube and different texture per face
  8. DMA via PBO, asynchronous loading of textures
  9. UBOs and instancing - nvidia driver bug?
  10. ATI issues confirmation
  11. Rendering into FBO at 16-bit fixed point RGBA
  12. POT/NPOT, float tex, 2D/RECT targets and mip-maps
  13. Problem with HDR + bloom
  14. device crash in GLSL GPGPU shader
  15. Stereo Problem
  16. Polygon manipulation
  17. Mouse manipulation
  18. Setting integer program uniforms
  19. glXCopyImage function
  20. Blending in fragmen shader and efficiency
  21. Matrices, quads
  22. Accumulation buffer and FBO
  23. How to draw 3d unit axes in opengl while rotati???
  24. Depth Only FrameBuffer?
  25. glDrawElements
  26. Shaders/Materials
  27. Attribute locations of mat4x4: driver bug?
  28. texture-space to object-space
  29. Remote rendering, pbuffers and shaders
  30. Specifications for float texture
  31. depth cubemap
  32. (3.2) Inline Replacement for the Matrix Stack?
  33. GLEE_ARB_texture_non_power_of_two
  34. glBlitFramebuffer(EXT) coordinates
  35. Render speed
  36. Selected edges always in front
  37. uploading a very large texture in smaller blocks ?
  38. glCompressedTexSubImage2D
  39. OpenGL 3.2 - Guaranteed order for gl_InstanceID
  40. OIT
  41. Projection tweak
  42. shadow mapping problem on large terrain
  43. How to implement flight movement in opengl es?
  44. Triangle selection in perspective projection
  45. glDrawElements problem
  46. vertex buffer object and Display list
  47. ARB_uniform_buffer_object on OpenGL 2.1
  48. Matrix stacks in OpenGL 3.x
  49. Some question about PBO(Pixel Buffer Object)
  50. Opengl Java implementation.
  51. Very small triangle
  52. BSP and creen dust
  53. How to mix Opengl es and 2d rendering?
  54. Depth buffer emulation
  55. How to do Texture to an irregular polygon
  56. UBO Best Practices
  57. Terrain LOD technique
  58. Geometry Shaders and Textures
  59. Problem with FBO->PBO->main memory transfer
  60. wglDescribePixelFormat function description
  61. OpenGL programming with SLI
  62. why is texture border and GL_CLAMP deprecated ?!
  63. Controll the VGA pins output voltage using OpenGL
  64. Texture tiling and odd sizes
  65. Generating MipMaps after glCopyTexImage2D( )
  66. Rotating an Object around its center.
  67. GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
  68. MSAA FBO
  69. Performing signed-add blending
  70. Framebuffer Unsupported error
  71. nvidia: opengl 3.2 alpha textures don't work
  72. These "Black screen" issues on ATI HD 4870....
  73. Buffer object sizing and performance in GL32
  74. glBufferData vs glBufferSubData Performance
  75. Creating a 3d texture from data
  76. Direction of normals associated to new vertices
  77. Copying Depth Buffer To Texture
  78. Memory leaks
  79. Framebuffer objects performance
  80. How to draw to FBO?
  81. using vertex arrays while using tessallation
  82. Red cross on Windows
  83. texture_buffer_object problem in geometry shader
  84. what ARB_seamless_cube_map is for?
  85. problem with shader
  86. control matrix stacks in multipass Render
  87. glUniform of arrays
  88. Strange ATI issue ? - even the basics don't work!
  89. attaching window framebuffer to FBO
  90. Problem with bindable uniform buffers
  91. C# OpenGL bindings
  92. Accessing the tessallated vertices
  93. Drawing to EMF file
  94. glvertexpointer and dynamic array
  95. Display List sharing between contexts, disapearing
  96. glDrawArray very slow on remote computer
  97. Render to 3D Texture with glFrameBufferTexture(..)
  98. Which OpenGL calls are expensive?
  99. PolygonStipple
  100. TBN matrix construction in geometry shader
  101. Stencil buffer -> Fragment shader
  102. Issue with Client Arrays
  103. 32-bit texture component: invalid operation
  104. Is it possible to create an OpenGL ES screensaver?
  105. VAO problem
  106. Depth Peeling
  107. Simple glVertex3hNV example
  108. Larrabee's dead
  109. function to get entire opengl state?
  110. glow effect and the depth buffer
  111. Ok to free memory after glBufferData called
  112. Problem with multisample texture
  113. Matrix Multiplication
  114. About GLfloat accumulate
  115. multitexturing with glEvalMesh
  116. problem with textures while drawing !!!
  117. tessellated shapes don't draw correctly
  118. Blurring objects
  119. Multiple GPU and the WGL_nv_gpu_affinity_extension
  120. Compositing
  121. Render for video, problem with blending
  122. multiple windows swap at the same time (vsync)
  123. GLSL 1.50 specification not matching OpenGL 3.2
  124. same opengl code runs 1/3 slower on windows 7
  125. Looking for specific VBO information.
  126. FrameBuffer using Texture3D
  127. Problem of rotation with local axis
  128. pBuffer's double buffering approach
  129. Migrating to OGL 3.x and MV and Proj matrices
  130. Texture Buffer Issues
  131. Why doesn't point attenuation work?
  132. MRTs
  133. Texture failed to bind after glBindBufferARB()
  134. glGetUniformiv crashes on ATI?
  135. Array Textures - Support 32bit integer formats?
  136. Dot product / Vector angle issue
  137. Deferred shading w/ fbo_multisample
  138. Render-To-VertexBuffer
  139. Aliasing of filled (tessellated) edges
  140. Tessellation crashes in Win7 but not linux
  141. HELP: Can't upload tex3D to GPU !
  142. Multiple-texturing on cylinder.
  143. Multiple views flicker .
  144. Depth Buffer 2-way read
  145. can i read back the data inside a FBO?
  146. Latest ATI GL/CL News...
  147. ATI 4870 Shader Issues
  148. FBO: Attach renderbuffers/textures to default FBO
  149. GL_SCISSOR_TEST
  150. cross-process texture management
  151. 3D texture
  152. Members For Fatalsoft and or Isometric Game Engine
  153. What's best practice for offscreen rendering?
  154. wglUseFontBitmaps Text blending problem.....
  155. Nehe lesson 43 questions (freetype fonts)
  156. Tessellation Unit on Radeon 5k and OpenGL?
  157. White edges on alpha texture
  158. Strange Issues
  159. Colour mask with fractional values
  160. rotate around arbitrary point
  161. Triangle Stripping and 749 Patent
  162. glGetDoublev(GL_PROJECTION_MATR, ...) on Windows 7
  163. Multisampling failing in shadow volume
  164. glPolygonOffset(1,1) not sufficient?
  165. How can I move the object along with the mouse?
  166. How to get the camera's position in OpenGL ES?
  167. How to anti-alias images shown as 2D textures?
  168. Odd FBO behavior w.r.t. texturing in shaders
  169. GLSL + Clipping
  170. Is it not possible to copy depth stencil pack ?
  171. MSAA with deferred renderer extension for GL 2.1?
  172. Picking is not working properly!
  173. object picking/selection
  174. Wireframe-Rendering VBO; glEdgeFlagPointer
  175. ID buffer in geometry shader
  176. Trouble when rendering to slices of a 3D texture..
  177. GLSL validation
  178. Invert Maxtrix ??
  179. 3D frustum selection
  180. GLSL Error: cannot locate suitable resource to bin
  181. Sharing FBOs among contexts
  182. Arbitrary FOV (360 Camera)
  183. Wireframe (line draw) and Z-Fighting
  184. Desperate to load PNG files. (MSVC 2008)
  185. Mesh from Image
  186. Developer search for OpenSource Game Engine GEAR
  187. Is point sprites a myth ?
  188. Sharing context between processes
  189. MSAA using glFramebufferTexture2D?
  190. FrameBuffer problem.
  191. Ptex API released as open source
  192. 3D Vision and GL 3.x +
  193. front buffers, back buffers & wglMakeCurrent
  194. gPixelTransferf on textures
  195. Lookup textures ???
  196. Updating a texture sparsely
  197. 2D polygon intersection problem
  198. ARB_vertex_program Invalid header error
  199. GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT
  200. Render to texture and multi texturing
  201. Application is stuttering on every system...
  202. The problem with Buffer Texture
  203. What is wrong with this FBO creation?
  204. Passback depth buffer for another pass
  205. Surface Bezier - Collisions
  206. FBOs and GL_COLOR_BUFFER_BIT
  207. drawing on different video boards
  208. FBO not being rendered?
  209. Too far from world origin
  210. FBO for screenshoting in high resolution
  211. State Enable optimization
  212. glTestFenceNV block or not?
  213. Drawing using large Arrays
  214. Skip to the matrix at a point
  215. Multipass texture generation and rendering
  216. can't draw primitives into FBO
  217. brook+ and openGL
  218. GLIntercept 1.0 Beta
  219. FBO and GLBlendEquation
  220. new version of NVPerfKit
  221. PBuffers created okay but not working
  222. AMD GLSL Bugs - how to report?
  223. Alpha channel
  224. Multiple views of the same scene in multiple wndws
  225. Decal (as Texture mapping)
  226. How to place different images.
  227. server hardware for OpenGL / ATI or NVidia ?
  228. GL_MULTISAMPLE + Vista64
  229. Shader floating point precision
  230. Layered 2D Refraction Shader Help
  231. Legay curiosities and font rendering
  232. Using current DepthBuffer in FBO
  233. (GL3.2) texelFetch of multisample depth texture
  234. ReadPixels for integer FBO
  235. issues using two openGL contexts
  236. shadow matrix
  237. High-End Edge Detection Shader?
  238. Increasing MIPMAP colour depth
  239. Frame Synchronization Query
  240. tri stripper or nvtristrip dll for visual basic
  241. Masking and Transparency with Blending
  242. Immersive display on wall
  243. Memory usage after glDeleteTextures
  244. VBOs strangely slow?
  245. Too far from origin (again)
  246. Quad buffered stereo for sequential display
  247. NPOT textures does not work!
  248. different GL states for each render target ?
  249. Optimizing PBO/VBO implementation
  250. disabling AA with glRenderbufferStorageMultisample