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  1. Strange Zbuffer moiree
  2. glReadPixels GL_DEPTH_COMPONENT downsampled FBO
  3. OpenGL, SDL and sprite Collision detection
  4. nVidia: Chging GDI Window Size Clears Back Buffer?
  5. Mimic glFrustum
  6. Render to texture
  7. framebuffer repaint problem
  8. glRotated doesnt work??
  9. Tutorial Proofreading and Correcting.
  10. Calculating the Normal of a pixel
  11. Background image using OpenGL ES 2.0
  12. PBO 16 Byte alignment?
  13. Dynamic lighting in forward rendering
  14. problem of Multitexture
  15. FBO stencil test
  16. benching the GL
  17. How to use OpenGL instancing?
  18. Is ping ponging necessary in this case?
  19. opengl 3 and point sprites
  20. Creating texture from bitmap (in jogl 1.1.1)
  21. glBindFramebufferEXT slow down framerate
  22. glEnable(GL_ALPHA_TEST | GL_DEPTH_TEST)
  23. Colorbuffer alpha value doesnt get cleared
  24. Model View Matrix Value when using MFC
  25. Direct Texture access
  26. Custom Alpha Blending?
  27. Determining Geometry Shader Output Size
  28. Clearing integer textures
  29. Stencil test for sprite collision. Help
  30. Buffer orphaning question (Streaming VBOs)
  31. Transforming a 2D texture directly to 3D texture
  32. OpenGL Context creation time on Win32
  33. problem with depth texture
  34. Unsynchronized camera
  35. Performance of texture upload with PBO
  36. weird non pow2 problem opengl3.3
  37. Collision detection: Need to port occlusion query!
  38. unexpected error in GLSL compilation on ati 48x0
  39. Any methods to achieve fast read back?
  40. cannot turn off GL_RASTERIZER_DISCARD ?
  41. Problem with glMap2f and Nvida GeForce
  42. MRTs: does a shader need to write to all of them?
  43. Problem with shorts line segments
  44. Texture 2D array as render target
  45. Strange Intel Driver
  46. Opengl low fps problem
  47. question about glTexImage2D in OpenGL ES 2
  48. Line of Sight - Light Shadow from Spotlight..
  49. How to "limit" my light...
  50. Strange things with AMD card
  51. Zoom for CAD using glOrtho
  52. Display List, VBO, or ?
  53. Transform Feedback & Interleaved
  54. glLoadMatrix and normals
  55. Some queries about... occlusion queries!
  56. glReadPixels() too slow
  57. Processing depth/stencil values.
  58. Choice of Collision Detection Algorithms
  59. glextrelease.txt ?
  60. Parsing .obj files
  61. Dynamic VBO Performance Problems
  62. glBlendFunc() for transparent background
  63. projectToScreen doesnt return normalized coordinat
  64. ATI Bug with GL_EXT_texture_sRGB?
  65. [solved] High-Resolution Screenshot
  66. Stippled Lines?
  67. Shadow Mapping Problem
  68. Single Pass Multiviewport Rendering in OpenGL
  69. OpenGL driver question.
  70. sdl_gl_getprocaddress is null "glGenQueries" on XP
  71. Test floating point texture filtering capability
  72. Multitexture Gl_Replace Problems
  73. Drawing a box with the Geometry Shader
  74. Single Pass Multi-Layer Depth Rendering
  75. procedures + functions implied by extension specs
  76. window display hang..
  77. Specular Lighting Problems
  78. Opengl 1.5 on windows?
  79. Is cubemap depth test with CgFX possible?
  80. Sending/Accessing Float data to/from Shader
  81. Problems with deferred shading & light volumes
  82. glBindAttribLocation after glLinkProgram
  83. Transparency Antialiasing/CSAA with Depth Stencil
  84. CubeMap
  85. Fixed-Function Shadow Mapping Problem
  86. GLSL and TBN matrix - Is my understanding correct?
  87. Access single Textures of a (rendered)Cubemap
  88. GlClear with FBO Render target
  89. read gray image and color index image.
  90. Geometry shader based CSM
  91. Font Rendering
  92. VertexAttribute Components Mixup
  93. What is GL_ARB_shader_atomic_counters?
  94. FBO with shared texture
  95. BumpMap
  96. VBO Frame Rate fall
  97. glActiveTexture and PBO transfers on Nvidia
  98. Sharing an uniform buffer across a block array.
  99. Layered rendering
  100. Rendering resolution independent Curves
  101. Share OpenGL context between two programs
  102. position from depth
  103. rotating and translating
  104. Sphere cutting
  105. "OpenGL 4 for 2010" slides available
  106. BlitFramebuffer BUG on ATI/AMD
  107. gl_Position in OpenGL 3.0+
  108. Displaying single color channel
  109. GL_R11F_G11F_B10F and FrameBuffers
  110. octree texture,raycasting,probs texcoord ?
  111. Coping from FBO's stencil to main stencil buffer ?
  112. Gritty deposit on FBO composited textures!
  113. GL3.3+ Instancing and VAOs
  114. glFramebufferTextureFace/Layer/2D
  115. FBO and Mipmaps
  116. glDrawPixels stops working
  117. Multi-Texturing Problema
  118. Texture Buffer Object Problem
  119. vsync broken when blitting to back buffer
  120. When does the DMA happen with PBOs?
  121. OpenGL pipeline
  122. Problem with moving a camera in glortho
  123. Straightforward (Linear) Panorama View
  124. Nvidia SLI AA : glReadPixels
  125. example how to rate arround a object
  126. Which one is faster?
  127. FBO UNSUPPORTED EXT with new drivers!
  128. OpenGL thread loading
  129. glDisable(GL_MULTISAMPLE) has no effect?
  130. FBO render to texture
  131. Multi-pass rendering problem
  132. Bindless graphics with OpenGL 3.x
  133. Rotation independant objects
  134. Point Sprites or Geometry Shader
  135. Stencil test fails second time?
  136. Heat effect
  137. mega vbo, any reservations?
  138. FBO problem
  139. Cube plane intersections points
  140. Tessellation
  141. Relief-Mapping depth parameter
  142. How to force to write in the framebuffer? (on AMD)
  143. glAlphaFunc and glColor - doesn't this combine?
  144. depth only draw into a texture array
  145. Returning to previously ended occlusion queries
  146. glBufferSubData use cases
  147. Handling Shader Name Collisions
  148. drawcall with no data possible ?
  149. why depth texture dosen't working
  150. associative non-premultiplied alpha blending
  151. Texture Width/Height
  152. Uniform Buffer Object Performance
  153. Transform feedback buffer
  154. Vertex arrays and buffers in OpenGL 3/4
  155. FBO Depth Texture display
  156. Camera matrix with GL3?
  157. Weird Texture Creation Failure
  158. Problems with projecting a texture on a surface
  159. A fast and actual and beautiful ocean
  160. Geometry shader massive slowdown / ATI Radeon 5770
  161. glVertexAttrib() without glBegin()/glEnd()?
  162. Open GL Volumizer : Links Broken/No reresources
  163. Depth buffer value, pixel position spaces...
  164. Text rendering in 3d space
  165. Slope scale depth bias in OpenGL 3.2 core
  166. PBOs and multithreading
  167. VBO with flat shading
  168. gl_NormalMatrix Replacement
  169. Delay in texture 2D slicing
  170. Core Profile Performance Advantage
  171. How can I make a glow effect please ?
  172. Multisampling makes things extra transparent
  173. Test whether two contexts are sharing lists/texes?
  174. Mipmaping in the absense of fixed functionality
  175. Multitexturing / glEnd : invalid Operation
  176. Fragment out uint with GL_R8UI texture
  177. EXT_stencil_two_side on ATI
  178. Constructing an orthographic matrix for 2D drawing
  179. Deferred texture loading?
  180. No fast_z_count pixels ?
  181. opengl off-screen rendering
  182. Two problem about shadow mapping?
  183. State Change - Texture Object vs. Shader Program
  184. Texture as Depth-Buffer with default Framebuffer
  185. glut offscreen rendering
  186. Unhandled exception ....DDERR_OUTOFVIDEOMEMORY
  187. Normals Problem? Claw like Artifact?
  188. using the same PBO for unpack and pack
  189. DXTC Compression and OpenGL3
  190. [Solved] Problem with RTT depth buffers
  191. Can't even draw a triangle with ATI and GL3
  192. How to use VOB with Materials??
  193. error with CG
  194. Shadow volumes for vertex-shaded objects
  195. Attribute buffer
  196. Using PBO and FBO for pixel readback
  197. Transform Feedback is not using the Vertexshader
  198. Feature or Loophole in Specs?
  199. Server Side Framerate
  200. Array Textures
  201. Client side list
  202. FBO render to texture and glReadPixels
  203. FBO, post processing effects and gluUnproject
  204. Nvidia Screen Position Bug?
  205. glTexSubImage in opengl es 1.1
  206. VBOs on OpenGL, like on ES 2.0
  207. Depth testing in OpenGL 3.3
  208. Optimal MSAA technique for a deferred renderer
  209. Read depth from FBO and renderbuffer
  210. Picking without depth-buffer information[SOLVED]
  211. Blend Problem
  212. OpenGL tessellation, problem tessellating concaves
  213. Alpha blending with multiple color attachments
  214. Texture issue on triangles batch
  215. nevermind
  216. MapBuffer works but not BufferSubdata
  217. glTexSubImage2D - independent RGB component update
  218. FBOs - shared or no in OpenGL 3.3?
  219. Are program pipeline objects shared?
  220. fast off screen rendering
  221. White depth texture using FBO
  222. DrawElementsInstanced, DrawArraysInstanced, batch
  223. Attention Admins: advanced samples MIA
  224. Texture caching using glActiveTexture
  225. Possible approaches to drawing > 200000 objects
  226. Why does FBO clip above ortho 0,0?
  227. How to readback PBO to main memory fast?
  228. Problem with FBO
  229. FBO mulltisampling
  230. Need help with 3D models: recomended formats?
  231. GL 3.3 core profile: Drawing w/hout VAO/VBOs
  232. Newspaper
  233. Reading depth buffer with glReadPixels
  234. High-Quality text rendering library in OpenGL
  235. Real-time Large Dynamic Mesh Rendering
  236. How To Circumvent Matrix Stack Limits?
  237. Loading textures using PBOs - best strategies
  238. 2x GPUs on Linux
  239. Are unsigned byte indices supported in hardware?
  240. WGL_SAMPLES_ARB values of 0 and 1
  241. Why there's no glMapSubBuffer ?
  242. Soft body dynamics, volume estimation, swamped...
  243. fbo trouble.
  244. FBO using Render Buffers
  245. Streaming my OpenGL Application
  246. Turning a book page
  247. GL_ARB_get_program_binary
  248. What is faster:multiple FBO or multiple attachment
  249. how to rendering bouding box for ray casting ?
  250. Transform Feedback implementation