PDA

View Full Version : OpenGL: Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 [63] 64 65 66 67 68 69 70 71 72

  1. TriLinear interpolation
  2. FBO doubt
  3. What is 2D acceleration with OpenGL?
  4. wglMakeCurrent issues
  5. Problem with coherent keyword on NVIDIA GTX 480
  6. problem with depth clamping
  7. Seeking maximum performance with PBOs
  8. Rendering to Multiple Windows using glut
  9. AMD frame buffer blit issue?
  10. Blending textures hav a shadow on the border. Why?
  11. DX11 deferred context is like GL display lists?
  12. gl_ViewportIndex unknown on GTX 580
  13. Per-component blend factors
  14. calculating normals in tess-eval-shader
  15. Element buffer binding is VAO or context state?
  16. GL_INVALID_OPERATION in glVertexAttribPointer
  17. SV_Coverage input -> GLSL?
  18. Current Crossfire support
  19. Old 7900 Support
  20. Using glTexImage2D with null data
  21. Subroutine API with subroutine arrays
  22. displaying jpeg in opengl
  23. tessellation shading and seamless displacement?
  24. LUMINANCE_ALPHA_FLOAT16/RG16F/FLOAT_RG16 ?
  25. chess
  26. Sampling from a 2D texture as it would be 3D
  27. xeon quad cores
  28. Lighting Mathematics
  29. GL_OUT_OF_MEMORY error
  30. Framebuffer object problem
  31. help needed with raycasting
  32. VBOs use vertex attribute for two vertices
  33. How Does Multisampling Compute Color?
  34. Moving beyond the limits of 32-bit float precision
  35. batching style question
  36. I dont disable texture
  37. Shadow Mapping / z-Buffer texture on ATI card
  38. Textures in glsl
  39. Nothing written to FBO depth
  40. Unnormalized unsigned bytes as vertex attributes
  41. deffer render: depth
  42. questions about OpenGL with multilpe threads
  43. Asynchronous texture streaming using a PBO
  44. Tessellation levels in the 4.1 Specification
  45. 32 bits bit shifted uints trouble.
  46. gDEBugger is free!!!
  47. How to create multisample pbuffer
  48. Omitting Vertex/Normal/TexCoord pointers with VBOs
  49. Can't get G-Buffers work correctly
  50. Compositing video and primitives in OpenGL
  51. Rendering to Multiple Textures Separately
  52. Real GL_MAX_VIEWPORT_DIMS
  53. Optimal VBO array formats in OpenGL ES
  54. Multisampling fail
  55. Collaboration/Critical Design Project. GLSL shade
  56. glutAttachMenu(button)
  57. Tessellations and textures
  58. Target-FS output component count mismatch
  59. Compressed Volume Texture SubImage uploading
  60. glRenderbufferStorage -- internalformat values?
  61. Lighting observation when moving to Core profile.
  62. Mixing VBO and client memory arrays?
  63. Polygon Voxelization
  64. multiple vbos
  65. rom "beginner forum:" glGenBuffers causes exit
  66. FBO Multisample with crash
  67. Avoid sampling at the texture Edge?
  68. Compress images before reading back from GPU
  69. Build textures during runtime
  70. Efficent render to 3D texture
  71. Texture coordinates rules
  72. PBOs, memory location
  73. Record OpenGL scene
  74. Retrieve Video (Nvidia/ATI) Driver Version
  75. problem: geometry flashing...
  76. Updating single layer of texture array
  77. View Space Light Position Moving...
  78. Faster replacement for gl_NormalMatrix
  79. light pre pass artifact
  80. How to restore opengles textures /context
  81. Histograms and FBOs
  82. glReadPixels are killing my project!!!
  83. Multiple Convolution passes on 3Dtexture nopingpon
  84. Resulted Tessellated Vertexes
  85. Tessellated shapes
  86. using openGL to produce a mesh cube
  87. Mapping a sphere
  88. Programmability in the Pixel Transfer Pipeline?
  89. Generate mesh object
  90. Render bugs after recreating FBOs
  91. FAQ - Fixed function lighting position problems
  92. ATI: Corrupted data when using 3D textures
  93. Replacing pBuffers with FBOs(glow effect)
  94. FBO=>PBO transfer, glMapBuffer is impossibly slow
  95. How to blur an image?
  96. Multiple Render Target with texture3D
  97. Compressed 3D Textures
  98. Attaching a TBO to VBO
  99. drawing hyperbola in openGL
  100. how i can to optimize texture mapping?
  101. how to acelerate texture in post-prossecing?
  102. Working with floating point textures
  103. 2D Texture Array
  104. Magnification limit?
  105. OpenGl multi texturing with C#
  106. Shader Problem
  107. Render to multiple textures and Shaders
  108. ptr to glmapbuffer
  109. how to redraw the window with different data
  110. Buffer orphaning and multiple context
  111. Problems with multiple objects, shader & picking
  112. Saving & Restoring Depth Buffer to/from PBO
  113. Manual mipmap loading
  114. FBO, textures and MRT problems
  115. NV: Problems using integer attributes
  116. OGL Stereo Draw
  117. Change transparency for RGBA texture on the fly
  118. Using the GPU to accelerate high quality 2D AA
  119. different glBindBuffer for one glDrawElements
  120. sphere moving animation..its very urgent..thanks
  121. Function to render a flat 2D mesh
  122. VBO vs vertex arrays for particles
  123. OpenGl multi texturing with C#, Part II
  124. Map Me Again But Don't Waste My Time!
  125. WGL_NV_DX_interop
  126. glPolygonStipple
  127. Light bleeding
  128. Rotating an Object
  129. gl_VertexID issue
  130. gl_error 1282 when setting glVertexAttribPointer
  131. GL_NV_texture_barrier on ATI
  132. Modern polygon triangulation
  133. Are TBOs just as fast as PBOs?
  134. glTexImage2DMultisample() - fixedsamplelocations?
  135. Alternative to glBlitFramebuffer()
  136. I just don't manage to use texelFetch :-(
  137. default vs named uniform block
  138. drawing reflected rays in ellipse(optical property
  139. Confusion about the range of opengl Pixelformats
  140. Nothing drawn but the clear color on ATI
  141. Background thread rendering to FBO
  142. Better way to do transparency?
  143. Enumerating formats and other such things in GL
  144. maintaining pixel aspect ratio
  145. CUDA CANNOT perceive changing VBO with glMapBuffer
  146. Need help deciding engine future
  147. gl_ClipDistance[] in Tesselation Ev. Shader, NVIDI
  148. Deferred rendering and light position
  149. GL device caps database
  150. VBO as Queue?
  151. Uniform confusion
  152. debug output extension : is it working ?
  153. Whats new in opengl since 2003
  154. Multisampling
  155. How to change VBO by content of another?
  156. is this vbo pattern possible??
  157. Dynamic FBO reuse (2D / 3D textures)
  158. Display corruption caused by glPolygonStipple
  159. Multisample Framebuffer objects *without* NVIDIA
  160. Extending mass spring system to volume
  161. Depth texture bound to FBO and texture unit?
  162. Out of memory with glTexImage3D
  163. GL_NV_multisample_coverage & Texture alpha
  164. glGenFrameBuffers(EXT) always fails!
  165. frame capturing of transform feedback simulation
  166. occlusion query 2 problem
  167. failed to use Stencil
  168. Dynamic Index Buffers (IBOs) and glBufferSubData
  169. Stipple & Fog
  170. glMapBufferRange() behaves strangly
  171. Graphics memory leaks.
  172. EXT_direct_state_access & ARB_vertex_array_object
  173. Double Precision
  174. Multitexturing
  175. window-system-provided depthbuffer
  176. ARB_serperate_shader_objects sharing uniforms
  177. Streaming framebuffer readback
  178. Is indexed array not use for texturing?
  179. Pushing / popping the current program
  180. Problem with opengl -Its URGENT
  181. full screen quads : Instancing or GS ?
  182. Updating VAO data every frame not working
  183. glTexImage2D format paramets of _INTEGER flavour
  184. Multiple shaders: how to deal with attributes?
  185. Concept: Animation(Blender or other) to OpenGl ES?
  186. WGL_NV_DX_interop? example?
  187. Deferred Shading: depth pass
  188. Non-deterministic results from render to texture
  189. VBOs with vertex and normal indices
  190. Subroutine Bug?
  191. When do double precision VBOs convert to float
  192. glReadPixels - is this possible?
  193. newly created texture is filled with color
  194. Bloom effect
  195. OpenGL simplifying polygons
  196. efficiently clear buffers
  197. imageAtomicMin/Max not working?
  198. Perspective texture mapping
  199. Transformation of normals into eye space.
  200. scaling causes artifacts
  201. non power of two textures
  202. DrawBuffers2 extension and OpenGL 3.3
  203. EXT_transform_feedback
  204. ATI rendering to TBO and integer textures
  205. batching geometry
  206. Sorting 3D objects by material makes my game slow
  207. Offscreen Rendering vs Render-to-texture
  208. Trouble with the stencil buffer
  209. Volume Rendering - Transfer Function
  210. ATI why do you torture me so
  211. Matrix & Rotation Headache
  212. Having trouble with GL_FOG
  213. converting a world map texture to a mercator map
  214. light GL_SPECULAR doesn't work ?
  215. Blending
  216. Glut.BitmapFont makes program open & close
  217. ARB_debug_output maturity
  218. framebuffer over certain size : huge slowdown ?
  219. Plz help!!!!Trimmed surface Bounding Box
  220. information on tessellation shaders
  221. Fragment lighting proglem
  222. Deferred lighting and shadows
  223. Skeletal animation, 2D to 3D
  224. Render to RenderBuffer with Depth Test
  225. Compatibility of 3Dc / LATC?
  226. gluNurbsCallback function--cant use new glu functi
  227. Simple Shadow Mapping
  228. FBO + shader_image_load_store interaction
  229. FBO attachments with different shaders
  230. glHistogram is too slow! Pls help!
  231. draw a cube using a menu
  232. Object Position
  233. GUI
  234. Failing to use EXT_shader_image_load_store :/
  235. Getting a pixel / texel / point from a buffer!
  236. Buffering all render data
  237. Shadow mapping, bias before the w divide ?!
  238. About lighting and material on GL >= 3
  239. Why is GL_DEPTH_BITS deprecated in GL 3.3?
  240. How to switch the light on scoreboard?
  241. Getting started rendering maps
  242. VertexAttribDivisorARB not aliased
  243. glDrawElements not drawing end of large buffer
  244. FBO problems
  245. Rendering through a dll
  246. Anisotropic filtering in GL 3.3+?
  247. Point sprite attenuation doesn't work on Android
  248. help with Shadow mapping with cube textures
  249. EXT_transform_feedback and Vertex Programs
  250. MRT on main framebuffer