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. Video demonstrations of NV_path_rendering
  2. Gemoetry shader view frustum culling
  3. OpenGl es 1.x Mipmap question.
  4. Texcoord weirdness using ARB vertex program
  5. gl_FrontFacing
  6. ARB_transform_feedback3 only for points ...
  7. Radeon MemoryLeak on glBlitFramebufferEXT
  8. Instancing
  9. Pseudo-instancing: help needed with some code part
  10. camera/normal dot product and projection
  11. Coloring picking id out of render buffer?
  12. Point antialiasing and gl_PointSize
  13. wglCreateContexAttribsARB strange lasterror
  14. using GL_LINEAR_MIPMAP_LINEAR filter cause crash
  15. "Single-pass Wireframe Rendering" Problem
  16. Shared GL Context
  17. Uniform Buffer confusion
  18. demosaic and timestamp video
  19. FBO glClear not clearing the entire texture
  20. What are the limitations of FBO?
  21. Getting OpenGL to render in a specific raster
  22. Any tips when drawing translucent objects
  23. how to show the section plane of a 3D-object
  24. DSA on core profile contexts under nVidia
  25. Stencil when rendering to FBO
  26. Transform Feedback
  27. occlusion queries and framebuffer object
  28. How to remove material from Solids?
  29. OpenGL Uniform Buffer std140 layout, a driver bug?
  30. OpenGL an QT Eclipse
  31. off topic - Volume Rendering question
  32. NOPT texture on OpenGL 1.4
  33. BPTC for non-image data
  34. Map range flags / Buffer usage - Nvidia drivers
  35. Regarding pause/resume transform feedback api
  36. Depth-writes for back-facing polygons only
  37. Drawing parts of a VBO
  38. Asynchronous transfer between CPU and GPU
  39. PBO + ATI + compression -> exception
  40. FSAA application and device settings
  41. Shadows maps refinement
  42. glBlitFramebuffer & buffer write masks
  43. opengl slow(or fps limit) until start browser
  44. Interaction between libraries from a GLUT callback
  45. VBO problem, different in 2 applications
  46. Problems drawing my texture
  47. Shadow Mapping work on Intel but not Nvidia?
  48. glTexImage2D vs glTexImage1D
  49. vsync and fps
  50. Cg3.0 gp5gp profile no support for VIEWPORT_INDEX
  51. Texture format for a landclass texture
  52. Avoid glClear( GL_COLOR_BUFFER_BIT )?
  53. Zero-values in TBO
  54. Framebuffer Bind Problem
  55. VAO and Bindless
  56. problem with setting up intrinsic matrix
  57. nv: debug output performance messages
  58. From Screen Coordinate to OpenGL coordinate
  59. srgb Renderbuffer?
  60. How can i get the depth of Point(x,y)
  61. Local to World rotation angles.
  62. OSX GL3.2 and VAO
  63. standard C code to extract .spec info
  64. help visualising the contents of Integer textures
  65. Offscreen rendering without a window
  66. amd: no callstack with debug context
  67. lightmap textures with 3 ch. instead of 1? why?
  68. Strange rendering bug, please help me debug it :(
  69. Render to texture
  70. Gamma correct texturing scene: Suggestions?
  71. why no texture batch?
  72. multitexture as common lightmap fall all drawing?
  73. transfer the screen space back to clip space, how?
  74. Getting GLContext on a Tesla
  75. Render behind existing image
  76. Sharing display list with more than one context
  77. Sharing texture objects between multiple contextes
  78. How do bevel effects work?
  79. Creating vertice and index arrays for VBO
  80. sRGB doesn't work on FBO with attached depth
  81. OpenGL ES 2: length and normalize in iPad
  82. GUI for OpenGL graphics
  83. How is gl_TessCoord computed?
  84. Elegant handling of the up vector in glm::lookat
  85. Can the matrix be changed in the middle of a draw?
  86. Multithreaded OpenGL questions.
  87. OpenGL spec error for texture units ?
  88. Heat distortion with respect to the depth buffer
  89. Options for passing multiple textures to a shader
  90. problems with sharing depth buffer in FBO
  91. SkyBox in OpenGL
  92. Converting geometry for WebGL
  93. Mipmap errors on a Variance shadow map
  94. Cost of textureSize
  95. OpenGL context without using X11
  96. opengl alignment for 3d shapes
  97. streaming VBO and VAO
  98. Wrong values using image and image_load_store
  99. Tex coord shifting with fractional vertex pos.
  100. Shadow Volume
  101. attaching snorm texture to fbo
  102. premultiplication in FBO for anti-aliasing
  103. Render depth to texture issue
  104. Questions about speed
  105. Border of Alpha-Blended Textures get black
  106. color attachment to default framebuffer
  107. nvidia output_debug error 131185 ?
  108. Texture Buffer Object and texture cache
  109. Alpha to coverage: how does it actualy work?
  110. Rendering method
  111. glPrioritizeTextures, ...in practice
  112. GLSL bug?
  113. stencil routed k-buffer problem
  114. Tile troubles
  115. Instancing Problem
  116. Float textures Framebuffers GLSL color clamp to 1
  117. no depth information while picking objects
  118. Enabling the GPU for VBOs
  119. Performance problem with a small voxel engine
  120. GL_EXT_texture_filter_anisotropic
  121. Regarding mouse event handler,
  122. Clamping of depth buffer
  123. VBOs and material properties
  124. which is Best 3D model file to learn and use.
  125. FBO problem
  126. Java Port of www.arcsynthesis.org Hello, Triangle!
  127. choosing Core vs Compatibility contexts
  128. bindless graphics + glMapBufferRange
  129. Fast Sprites and VBOs
  130. glPushAttrib/glPopAttrib side effects?
  131. shadow texture lookup always returns 0
  132. Normal Map Filtering
  133. Regarding mapping multiple buffer objects
  134. Cel-Shading effect on BMP model textures?
  135. Toon shader with Texture. Can this be optimized?
  136. back face culling
  137. Multisample depth buffer precision issues
  138. Question concerning an ATI Depth Of Field paper
  139. flat shaded polygons (fe-mesh) with VBO ?
  140. Getting depth texture values in shader
  141. Regrding defrred rendring wth 2 shders [SOLVED]
  142. Splines and VBO ?
  143. EXT_occlusion_query_boolean on Android
  144. Rgarding CUDA+PBO slow down
  145. Problem with render to texture
  146. glUniform* with location = -1
  147. Accumulative motion blur at 30fps
  148. Feedback loop using FBO and texture, a valid case?
  149. Framebuffer not bliting depth buffer
  150. pbo update : refresh rate non constant
  151. OpenGL 3.x and vbo problem
  152. Material concept with uniform buffers?
  153. GL_NV_path_rendering missing from current glext.h
  154. VBOs and glDrawElements() with JOGL
  155. GL_EXT_depth_bounds_test
  156. cross-section
  157. orientation and direction
  158. Exceeding maximum total texture handles?
  159. Inconstant time with occlusion query inside FBO
  160. Moving object in 3D space
  161. Shadow Mapping - aliasing and merging
  162. about lights
  163. RayTraced Sphere Perspective issue.
  164. Slow shader compilation
  165. glReadPixel on Intel HD graphics
  166. GL_POINTS resize/rotate etc.
  167. Multiple thread using OpenGL
  168. Shadow Mapping - merging textures
  169. Photoshop to glcolor4f
  170. GLSL equivalent of glPolygonOffset
  171. 3d Animation import in opengl vc++
  172. coordinates
  173. Integer textures and integer samplers
  174. Perfs: using 1 vs. multiple samplerBuffer objects?
  175. How to delete a texture which is on a quad?
  176. glVertexAttribPointer - invalid operation [nVidia]
  177. Texure mapping anti-alias
  178. Problem in blend texture to draw translucent line
  179. camera,view matrix,scnen graph
  180. Core 4.2 and use of VertexAttrib{1234}{sfd}(...)
  181. Large bitmaps
  182. self downsampling multisample texture to classical
  183. Draw pixels to frame buffer
  184. how to load multi-texture 3ds
  185. projections
  186. Transformed colour model
  187. how to get VERTEX_ATTRIB_ARRAY_DIVISOR_ARB ?
  188. Using textures as render target
  189. FBO - shadow mapping
  190. Facial Expression Animation Projec : compile error
  191. Shadow plane/matrix woes (webGL presentation inc.)
  192. can i develop API's for Vxworks
  193. Open GL source code for APIs
  194. ARGH, can't create a non 4.2 context on AMD driver
  195. Uniform arrays in OpenGLES
  196. Regarding per-vtx normal in geometry shader
  197. Platform dependent parts of open GL API
  198. Vxworks+open GL
  199. wglMakeCurrent returning ERROR_BUSY #2
  200. OpenGL and OpenCL running simultaneously
  201. Using IBO offset causing crash with OpenGLES 1.1
  202. glPatchParameteri in core profile?
  203. glUniform...what is it really doing?
  204. Using the stencil buffer..
  205. sRGB and normals
  206. Stencil buffer artifacts
  207. c++ terrain loops
  208. Particle Plane Collision
  209. Tessellation shaders and compatible hardware
  210. Vertices not always being clipped to view frustum
  211. Texture Sprite giving Depth Test Artifacts
  212. "Region" attributes in a VBO
  213. 3D graphics supporting APIs
  214. Transform Feedback, different source target ranges
  215. 3D vertex animation thru mpg like playback anyone?
  216. VAOs and GL_ARRAY_BUFFER binding
  217. Manual bilinear PCF seams on AMD
  218. fbo gltranslate
  219. shadow question
  220. TexFetch and texture coordinates
  221. using program binaries for shader cache
  222. Mesh Merging
  223. Framebuffer copy issue when using FBO objects
  224. Performance improvement
  225. depth texture modification
  226. Reference docs on Wiki
  227. order of translations/rotations
  228. hittest / glupickmatrix / selectionbuffer
  229. Shadow Mapping work on Nvidia but not on Intel?
  230. Core requires more streamlined assets
  231. glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW
  232. Shadow Mapping and MultiTexture problem!
  233. glRasterPos is slower on QT4.8 than QT3.3.6
  234. Prob. with uniform buf. and shader binaries in ATi
  235. Problem with GLSL control flow on ATi
  236. DevIL screenshot
  237. glMultiDrawElements + VBO
  238. Large meshes drawing slowly
  239. Implementing a Dynamic Shader System
  240. Viewport scaling problem
  241. problem with loading HDR image using pbrt
  242. Depth output from another POV
  243. Transform feedback issue
  244. glUnmapBuffer while keeping glMapBuffer memory val
  245. Question about the "atomic counters"
  246. Pooling PBOs?
  247. nv: debug output Buffer Object state -> low perf.
  248. VBO performance drop with newest drivers/hardware
  249. rotation
  250. Geometry Shader Output Limits