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  1. OpenGL 3.2 vs. 3.3?
  2. GL_TRIANGLES problem
  3. video/graphics memory from assembly
  4. Eye space lighting problem with Ortho projection..
  5. Pass-through vertex shader vs fixed pipeline: SLOW
  6. Transparency
  7. Stereoscopic 3D with frame packing.
  8. tilt effect?
  9. Multitexture Problems....
  10. Optimizing glDrawArrays
  11. Optimizing glDrawElements
  12. Mipmapping on Point Sprites
  13. texture memory
  14. GLIM Version 0.4 released
  15. How to clear images?
  16. Switching Framebuffers vs. Attachment
  17. Array Textures and Mipmaps
  18. Very odd problem with glActiveTexture..
  19. Image coherency
  20. Cubic environment mapping from a rectangle picture
  21. Glossiness and Specular Level
  22. Diffuse maps
  23. glVertexPointer before other glXXXPointer function
  24. Render to texture, without FBO
  25. Multi-Pass Materials and Framebuffer Combination
  26. Sorting by buffers, textures, or programs?
  27. GL 4.0, 4.1, backwards compatible
  28. OpenGL and hardware
  29. reloading animations
  30. glConvolutionFilter2D and 16 bit luminance data
  31. gluLookAt problems
  32. Problem of glVertexAttrib(...)
  33. Shadowmap Halo Effect
  34. How to transform into world space
  35. problem with spherical point sprite shading
  36. 8x 4-bit images in RGBA8888 with mipmapping?
  37. Display List and transition tranperenty
  38. cubemapping and texture coordinates
  39. Deep shadow maps on OpenGL?
  40. GL_EXT_transform_feedback problem
  41. One large texture or multiple small textures?
  42. gl Light Source follows the camera
  43. Violation in glDrawElements after reuse of vboname
  44. MRT with different background color
  45. Videofeedback with buffers
  46. glDrawPixels problem
  47. Intel and shared contexts
  48. opengl gluUnProject rendering problem(sparks)
  49. glInterleavedArrays - OpenGL ES 2.0???
  50. VSM Shadows Falloff inverted
  51. varying variables without vertex shader
  52. Strange behavior on 120 Hz monitor
  53. Summed Area Tables in GLSL
  54. Not strictly an OpenGL question.3D Sound in OpenGL
  55. Problem with glCompressedTexImage3D....
  56. SAVSM Shadows Numeric Instability
  57. PerfHUD for opengl
  58. Problem with textures with different graphic cards
  59. Weird shadowmap problem
  60. New extensions in NVidia GL driver 270.40
  61. OpenGL transform feedback alongside CUDA
  62. Shadow mapping - another approach?
  63. Compute eye space coord from window space coord?
  64. Cast texture or renderbuffer to different type
  65. If I draw without enable GL_VERTEX_ARRAY in 2.1
  66. Problem to pick a line and arc object in opengl
  67. Render to cubemap
  68. opengl implementation of j2me's drawregion()
  69. FBO depth map almost completely washed out
  70. Custom Z Buffer Rules
  71. Turn off multiple texture units
  72. implement drawRegion() interface
  73. Why is glewIsSupported() wrong?
  74. How to: from OpenGL 2.1 to 3.3 core?
  75. [4.1] VAO glBindVertexArray - Invalid Operation??
  76. flickering in wireframe, polygon-mode GL_LINE
  77. Sharing OpenGL VAO/VBO/etc. via QGLWidget contexts
  78. 2d texture arrays vs multi texturing
  79. SRAA - GBuffer Costs
  80. Avoiding state switch when changing blend function
  81. Copy depth buffer to R32F texture ??
  82. can GL_COMBINE implement a expression with if else
  83. Positioning issue using transformation matrix
  84. High Poly Object rendered very slow
  85. Z buffer offsetting for GL_LINE
  86. Would instancing be good in this case?
  87. New device extensions/capabilities database
  88. Create second context
  89. graphic debugger
  90. drawing on textured object - then read texture
  91. OGL3.1 - Resize that stays in shape
  92. Post processing screen effects
  93. Dev Image Library's ilGetPixles and ilSetPixels
  94. glGenBuffers returning non-unique names.
  95. Quaternions rotation
  96. glTexImage2D failing on Windows/Qt ???!!!
  97. ReadPixels( DEPTH, FLOAT ) - Strange results
  98. glGet macros allways return zero -- even at start
  99. Deferre shading with multiple viewports
  100. GL_PATCH and primitive generator misunderstanding
  101. How to enable a vertex attribute array with VBOs?
  102. problem with glGenBuffersARB
  103. Per-program uniform storage size vs. per-shader
  104. MultiPass with FBO
  105. Convert user view to Camera view.
  106. Bind video texture to opengl primitive
  107. OpenGL Jobs on US east coast
  108. Looking for Adv. GL Programmer to help - Job
  109. how to verify max feasible cubemap size?
  110. image sampling issue
  111. How to use multiple simultaneous depth units?
  112. Strange bug with GL_ARB_occlusion_query (ATI)
  113. Job -Help with Integrating Kinect into Custom Game
  114. Layers on z axis
  115. Transform Feedback problem
  116. glMapBufferRange performance issue
  117. Half float pro's and con's?
  118. GPU ray casting speed
  119. Pan tilt Camera and augmented reality
  120. GPU minimal texture size
  121. Improve Loading Times
  122. QBS and the depthbuffer
  123. OpenGL multiple textures same surface, problem
  124. Generating Texturespace Fragment Shader
  125. Polygon Edge Smoothing with Shaders
  126. Informal Forum Posting Guidelines: Commentary
  127. Firefox causing GL_FRAMEBUFFER_UNSUPPORTED
  128. cockpit camera in flight simulator
  129. Can I render and update VBO at the same time?
  130. Multiple Dynamic Light Sources in GL3
  131. Save vertices to texture problem
  132. change projection matrix every frame?
  133. fragment shader output
  134. Help for OpenGL 4
  135. VBO and Moving Parts
  136. Texture output/input sync problem
  137. Lost Device
  138. Frame buffers/fragment shaders - problems on ATI
  139. Legitimate use case for noperspective
  140. Should I minimize number of textures?
  141. Should I avoid rebinding the same texture/shader?
  142. texture atlas , adapt UV
  143. Is there effective way of storing distance data?
  144. GetUniformLocation vs. GetUniformIndices
  145. Very Very Strange results with shaders
  146. glDeleteLists()
  147. collision detection
  148. Sudden drop in glReadPixels performance
  149. Tessellation shader question
  150. Correct 2D Drawing
  151. How to query the value of a uniform block element?
  152. ARB_instanced_arrays = slow?
  153. Laptops with a lower power card + an real GPU
  154. VBO/IBO use plus issues on Nvidia
  155. CSM + Slope based Bias + PCF
  156. IK Points Skeletal Animation
  157. Vertex Cache Replacement
  158. Performance at lower mipmap level
  159. Reduce fragment operations
  160. Colors
  161. Outlined OpenGl text like Google earth
  162. Fast upload to GPU
  163. FBO resolution problems
  164. VBO not getting data
  165. How can I fix shadow edge swimming in CSM ?
  166. Timing transform feedback
  167. Degraded image with glReadPixels from back buffer
  168. FBO with glDrawBuffer(GL_BACK)
  169. GLSL back face culling
  170. anyone help me for rotate this circle
  171. Drawing beautiful lines
  172. Need to speed this up
  173. GL_MULTISAMPLE and GL_STEREO together?
  174. 16bit Short Texture / Bitwise Ops in Shader
  175. VBO initialization order wrt VAO
  176. glCompressedTexImage without specifying data?
  177. Regarding texture buffer object
  178. glDrawArrays & memory access weirdness
  179. sRGB Renderbuffers in GL2.1+
  180. Best guess, two options for combining textures...
  181. glBindBuffer, glBindTexture w/ name 0 deprecated?
  182. modify particles engine code to dust
  183. Opengl & Hardware Acceleration
  184. Depth texture use.
  185. History Question: After the Model View
  186. weird behaviour for ping-ponging
  187. glLineWith problem
  188. Point primitives & clipping
  189. MultiSampling
  190. glDrawElements causes GL_INVALID_OPERATION
  191. Missing enumeration type information
  192. Float Equality
  193. GPU-accelerated path rendering
  194. Planar shadows in Space,..
  195. Transform Feedback and Random Pixels
  196. glCompressedTexSubImage3D speed on ATI
  197. Question regarding Octree Texture & LOD
  198. Slow initial texture upload with PBO
  199. front to back blending issues on Linux
  200. 3D face in openGL
  201. Vertex Buffer/Index Buffer help
  202. Idle-callback animation
  203. Multitexturing a gluNURBS object
  204. vertex and pixel shader to draw a point as sphere
  205. Basic geomerty shader problem
  206. Regarding geom. shdr (output tri. strip) [Solved]
  207. SIGGRAPH 2011: Predictions
  208. Regarding transfrm feedbk with gemetry shader
  209. pick point 3D
  210. glTexSubImage2D blocking?
  211. OpenGL 3.0 Deprecation -- Ancient Functions
  212. FBOs: depth works but not color
  213. Gloss mapping in fixed function pipeline?
  214. How do occlusion queries account for the near clip
  215. Auxiliary buffer
  216. Scared of ARB's glext.h
  217. atomic_counter vs image_load_store
  218. Front/back Triangles of the selected region
  219. OpenGL Context Management in Multithreaded Environ
  220. GL_DST_ALPHA blending different under Mac vs Win
  221. Siggraph 2011 BOF Presentations
  222. Sugest/help for simple gameplay physics Java/lwjgl
  223. Greyscaling an image in GLES 1.x
  224. glBindVertexArray and glBufferSubData interactions
  225. Uniform Buffers and BindBufferRange
  226. Heads up display (HUD) dynamic text input
  227. partial texture transfers using PBOs
  228. VAO usage pattern
  229. Android, ES1.1, ETC1, Mipmaping
  230. Spec file bugs
  231. MRT with FBO not working
  232. glUniform + VBO bug?
  233. How to apply vertical and horizontal blur shaders?
  234. Obtaining projection Matrix, from Intrinsic Matrix
  235. Transform Feedback and Geometry Shaders
  236. Performance loss with glVertexAttribPointer
  237. Using queries to cull objects
  238. 16 Byte aligned Textures
  239. Confused - GL_ACTIVE_PROGRAM/GL_CURRENT_PROGRAM
  240. multi pass rendering with shadow mapping
  241. GL_LUMINANCE problem
  242. glTexSubImage still unacceptable slow
  243. Shadow mapping and multiple lights
  244. Antialiasing and Transperancy
  245. Multiple Program Uniforms
  246. glVertexAttribDivisor and its index input
  247. Performance Issue
  248. using opengl to render video
  249. Bit-Wise Shift
  250. opengl and transparency