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  1. Frame Synchronization
  2. separate shadow pass in translucent scene?
  3. New Extensions
  4. velocity map for hardware skinning mesh.
  5. Render to texture alpha blending quality?
  6. missing direct_state_access entries in gl.spec
  7. JoinSwapGroupNV
  8. Opengl 2D animation
  9. Drawing a Polygon on a Sphere
  10. OpenGL: matrix manipulation
  11. Framebuffer Objects and Multisample?
  12. Creating seams On the OpenGL Camera
  13. Writing a texture to a stencil buffer
  14. anaglyph in gl
  15. DrawRangeElements and MultiDrawRangeElements
  16. Some things about the standard lighting system.
  17. Haiku OS OpenGL Stack bounty
  18. opengl optimization
  19. Graphic Remedy launches gDEBugger CL
  20. Quadro page faulting for 5 seconds all the time
  21. OpenGL on Win7 x64 & ATI FirePro V3750
  22. Antialiased lines with correct destination alpha
  23. glDrawArrays and gl_VertexID (Nvidia/ATI diff)
  24. Intel on-board graphics VBO problem?
  25. FBO on ATI (again...)
  26. BlitFrameBuffer woes
  27. How to get per-pixel surface slope directions
  28. How to compute time to move
  29. Exact camera orientation using gluLookAt
  30. .spec file version numbers/dates
  31. alpha blending with multitexturing
  32. How to implement 24x AA on Radeon 4850?
  33. Samsung 120Hz LCD
  34. Transformation between vertex and fragment shaders
  35. BlitFramebuffer drops GL_LINEAR filtering?
  36. glProgramParameteri entry point missing?
  37. glCopyPixels() problem on some Intel cards
  38. Still have problem to understand fragment shader
  39. GL_NVX_gpu_memory_info
  40. Specific blending mode (how to achieve this?)
  41. separate the objects in layers
  42. OpenGL ES 1.x and LookAt problem
  43. External House Sync Signal
  44. problem with gluTessBeginPolygon
  45. Rendering static content
  46. Render To Integer Texture
  47. Error in http://www.opengl.org/.../redbook/tess.c
  48. Does tessellation level effect texture fidelity?
  49. VBO problems
  50. [pls help] camera capture as background, object on
  51. normals directions
  52. Map2 control point limit?
  53. (continue) motion blur of skinning mesh
  54. Bindless Stuff
  55. Can I cut a 2D texture into slices?
  56. [OpenGL ES 2.0] Point Lighting gone haywire
  57. FBO with default (window) depth buffer?
  58. GLSL Volume Raycasting Fragment Shader stalls
  59. crash in glVertexAttribIPointer (integer version!)
  60. How Implement Euler angle in opengl
  61. glUniform index arithmetic
  62. FBO Multisample and glCopyTexSubImage2D()
  63. glVertexAttribDivisorARB Link Error
  64. Add a 2D texture to a 3D texture
  65. non-square POT texture support and performance
  66. Question regarding cascaded shadow map
  67. layout(std140) help needed
  68. Simple OpenGL 3.2/3.3/4.0 core profile loading
  69. pack/unpack half floats on 3D textures
  70. Zoom window rectangle drawing
  71. Automatic Rendering function or library
  72. Creating a Bezier's path
  73. accumulator and incostent winding
  74. Readback speeds of newest cards?
  75. Matrix Manipulation inside shader or outside?
  76. multisampled fbo with rgba16f internal format
  77. Does PBO + glGetTexImage improve the performance?
  78. Rendering to a texture via EXT_framebuffer_object
  79. FBO 2nd & 3rd render targets not drawing
  80. Arc ball rotation with viewing direction
  81. Multiple Viewports, Multiple Textures - 3D
  82. orthonormal bases
  83. depth FBO + alpha test on ATI
  84. Intensive Shaders (>1 second per primitive)
  85. Usefulness of transform feedback
  86. generic vertex attribs and display lists
  87. Shadow mapping
  88. meshes - adaptive, surface subdivision, etc. -
  89. FBO rendering to specific part of a texture ?
  90. opengl es help needed.
  91. general OpenGL input lag
  92. gluUnProject question
  93. what kind of rendering? huge vertices & need edit
  94. Texture with vbo some problems
  95. Causes of flickering/disappearing objects
  96. VBO Performance
  97. OpenGL ES render,
  98. opengl es help.
  99. Extensions for stereoscopic rendering
  100. Database access..
  101. Stereo Images @ 60Hz each
  102. 3D Model subdivision
  103. Fitting a huge drawing
  104. passing 2D texture as vertex attribute data
  105. glFramebufferTextureLayer is slow
  106. glDrawBuffer(GL_FRONT_AND_BACK vs GL_BACK)
  107. problem with more than 8 framebuffer objects
  108. Texture and memory questions
  109. Ping pong blurring with RT, not FBO switching?
  110. Moving Index Buffers from Client-side to IBOs
  111. Warcraft 3 like terrain
  112. experiences rendering instances
  113. Help with Skeletal animation
  114. Stencil buffer/FBO strange behaviour
  115. Occl. Culling - Bouding Rectangle vs Box?
  116. Brightening a texture
  117. white textures on Vista, on XP everything fine
  118. Movie as texture
  119. Display Lists - The Next Generation (CBO)
  120. Need some advice about cascaded shadowmap
  121. Uniform Buffer Objects (slow) - help needed
  122. simulating the water with normal map and du/dv map
  123. Streaming texture
  124. GLES Texture Projection
  125. glBlitFramebuffer tip
  126. Combining multiple textures
  127. Primitive restart vs multi-draw calls?
  128. VertexAttribIPointer and Vertex Shader
  129. Is this possible - Draw & resize BB to RT
  130. Zoom without using GLUT.....and Toggle b/w views
  131. Uniforms not working for one shader only ?!
  132. wglMakeCurrent fails + WGL_NV_gpu_affinity
  133. using displaylist with trimming nurbs
  134. Pixelbuffers and what exactly is going on
  135. array of vertex attributes
  136. Flicking problem in Texture-Mapping
  137. Texture memory on the GPU
  138. Advanced Rotating
  139. Depth-texture values always clamped to [0, 1]
  140. Memory accumulation up to overflow by OpenGL-Ctrl
  141. Looking for a more flexible way to use VBO's
  142. glDrawElementsInstanced and textures
  143. test for intersection in 3D
  144. Instancing sucks ?
  145. GL_ARB_shader_subroutine
  146. Normal Map generation?
  147. FBO switching
  148. glReadBuffer fails
  149. vertical gradient in tessellated closed curve?
  150. Data copy from one VBO to another VBO inside VRAM
  151. Multiple threads and one context
  152. When rendering to a fbo?
  153. wglShareLists and current contexts
  154. gl_FragCoord doesn't change
  155. ATI, glGetTexImage + GL_PIXEL_PACK_BUFFER problem
  156. glGetSynciv takes too long
  157. PBO/Textures/Alignment NVIDIA Bug?
  158. Depth-Blit puzzle
  159. OpenGL texture issue
  160. BlitFramebuffer clarification
  161. GTX260 hiccuping bug? (with standalone reproducer)
  162. Need help with deferred shading tutorial
  163. Retrieve the Stencil Buffer?
  164. FBO doubts
  165. how to .OBJ file..
  166. circular color gradient?
  167. glGetActiveUniformBlock on ATI
  168. print screen in OpenGL
  169. Multiple uniform blocks (is it possible?)
  170. FBO and manual mipmap generation
  171. Need help rendering 3D texture using GS gl_Layer
  172. switch() inside fragment program
  173. Question about values of GL_RGBA32UI?
  174. glDisableVertexArray()
  175. Copying FBO attached texture to a smaller FBO
  176. Implementing Bidirectional Ray Tracing?
  177. create auxiliary buffers
  178. problem in address passing
  179. shadow implementation
  180. OpenGL best practices
  181. how these cube vertices are defined??
  182. VBO Compatability
  183. Display list question
  184. GL4 tesselation feature
  185. Rendering text without a recreation of the vertex
  186. Passing class reference to renderscene() MainLoop
  187. Context lost on Intel GMA
  188. opengl es texture combine interpolate - iphone
  189. Select GPU
  190. texture combine with masking:
  191. How do I go full screen without GLUT?
  192. Performance Issue
  193. Repainting the viewport
  194. How to write into arbitrary position of a texture?
  195. VBO and VertexPointer Issues
  196. Detaching textures from frame buffers
  197. Saving OpenGL output as OBJ file
  198. Storing Lines in Obj File
  199. Translate 2D objects with a callList
  200. Saving OpenGL output as Fixed Dimension JPG
  201. IHV feature matrix
  202. Read in an integer texture in fragment shader?
  203. GL_LINE_SMOOTH and GL_RGBA16F color attachment
  204. How to add fragment data when overlap happened?
  205. FP target and MAX blending
  206. Problem with diffrent sizes of VBOs
  207. Fremebuffer with multisampling AND stencil buffer
  208. Linear interpolation between VBOs
  209. HDR in older cards, how?
  210. Stopping Automatic Texture Generation
  211. DITHER, LOGIC_OP, and AUX_BUFFERS
  212. Face Rig
  213. Large vertex coords get corrupted
  214. Render display list at half-alpha...
  215. Creating a movie from a opengl application
  216. Can I bind a texture to fbo & texname at same time
  217. Some semi-advanced questions
  218. Contourlines
  219. Depth testing of points
  220. Downsampling a Texture
  221. GlDrawElements without vertex data
  222. Can't disable multisampling w/ multisample texture
  223. Doom3 MD5 Blend Skeleton
  224. Video Streaming from OpenGL
  225. How to attach an element buffer to a VAO with DSA?
  226. 12bits per color channel
  227. Driving 6-12 displays with 1 GPU card
  228. fixed pipelined lighting slow on newer hardware
  229. MSAA performance in deferred shading
  230. Strange change of color
  231. How to alpha blend PBOs?
  232. Depth clear affected by GL-state?
  233. Proper usage of GL_TEXTURE_2D_ARRAY.
  234. Shadowmapping (Core GL3.0) avoiding deprecation
  235. dot3 bumpmap problem
  236. lighting_(plz its urgent)
  237. GLUT and multiple monitors
  238. GLUT like, SDL multiple windows, message box?
  239. Direct State Access
  240. 16x MSAA and Multiple render targets
  241. Depth-stencil texture get corrupt after reading
  242. glFlush or glFinish with mulithreading?
  243. how i make a game engine?
  244. Texture3d size in volume rendering
  245. problems with improper resource cleanup
  246. sphigs and openGL
  247. Reusing lists? (glNewList more than once)
  248. Shadow Mapping w/ FBO & GLSL
  249. glPolygonOffset and GLSL
  250. OpenGL application moving way too slowly