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  1. Query linear sampling support(PCF, float tex)
  2. OpenGL accumulation buffer
  3. Trying in vain to get a VBO implementation working
  4. All points inside polygon using rasterization
  5. glGetString fails.... but not always
  6. Layered Cube Map Rendering - only one face written
  7. Nearest texture filtering tiled texture
  8. blending
  9. Alpha Blending
  10. VBO Usage for spherical quadtree-tiled terrain
  11. how to create an attribute array for primitves
  12. Capture OpenGL stream
  13. Moving A Ship Rotation Problem
  14. Regarding performance comparison (R2VB vs TF)
  15. QGLViewer - Depthbuffer z distance
  16. Vertex Operations- efficiency
  17. glDisableVertexAttribArray not working?
  18. Improve performance: Render 100000+ objects
  19. Texture disappears!
  20. Colorblending
  21. Tessellation Evaluation Layout Primitive Ordering
  22. Rotation around 3 axis'
  23. glScale3f but on a GLSL vertex shader?
  24. Ensure swapbuffer at every vsync?
  25. Importing IGES Object Files
  26. OpenGL with networks/sockets
  27. Rotate object on absolute axes, the order matters
  28. OpenGL / Direct3D projection matrices
  29. Dynamic No of Out Vertices Tessellation Control
  30. I'm really trying hard to learn GLSL
  31. Shadow filtering: PCF better than VSM?
  32. Geforce 680GTX and bindless textures, OpenGL ext?
  33. Query Format of Image Uniforms?
  34. News : Nvidia deeply unhappy with TSMC
  35. Shader uniform buffer and glFlush problem.
  36. Rendering High Order Bezier Patches
  37. Need to implement light beams under water
  38. Radial/Equirectangular environment mapping
  39. Problems Rendering Vertex Buffer Objects
  40. Radiosity with OpenGL
  41. Fast Way to Clear a Texture
  42. Trying to translate a specific vertex help! :(
  43. Obtaining z and angle of incidence
  44. drawing/moving constantly in a for loop?
  45. Can shader read from target framebuffer?
  46. [SOLVED] GLSL subroutine unselectable
  47. shared depth buffer
  48. How to create a flash game using OpenGL with C++
  49. Painting a models texture from a 3d model
  50. GL_ARB_multisample
  51. OpenGL 3.x: perspective projection problem
  52. WGL_ARB_multisample
  53. Stitching adjacent meshes
  54. PolygonOffset state and the depth test
  55. Deferred Lighting Headache OpenGL + NvidiaCG
  56. Nvidia Bindless and glVertexAttribDivisor
  57. Free AUX_RGBImageRec ressource impossible
  58. Out of memory problem
  59. C++ opengl sfml obj loader help
  60. alpha blending of multiple render targets
  61. FBO issue: glViewport set, only draws one part
  62. XIO error on NVIDIA Quadro FX 3800 with OpenGL
  63. OpenGL: Draw a depth texture to depth buffer
  64. Request all API list of OpenGL 1.3 Specification
  65. loading md2 model dll
  66. Adequate option for painting app
  67. [solved] textureSize with GL_LINEAR_MIPMAP_LINEAR
  68. Problem with texture arrays
  69. RTT, FBOs and Multisampling
  70. Do OpenGL and CUDA/OpenCL run in parallel?
  71. Fastest solution to compute normal
  72. uploading a texture from a different thread
  73. Being told when glBufferData is effectively complete?
  74. Several Textures applied to 1 Vertex Buffer Object
  75. OpenGl Texture unit problem
  76. Volumetric lighting using Shadow volumes
  77. Supported OpenGL internalformats
  78. System memory use of client side vertex arrays and VBOs
  79. SDK API ref pages down much of the time
  80. Spherical texture coords along the axis
  81. Performance of FBOs in various situations.
  82. What is the 3rd "vector" in the arguments of LookAt?
  83. New challenge!, inverse transpose matrix under GLSL 120... !!!
  84. Performance advise for OpenGL 4+ ?
  85. render only non-black pixels
  86. Problem with HDR rendering
  87. Limit of 32 samplers in GLSL shaders
  88. API about glVertexP{n}uiv(GL_INT_2_10_10_10, const int *value)
  89. OPENGL Blending function - replacing colors slowly in a layering manner
  90. maze using openGl C#
  91. Texture arrays and framebuffer objects
  92. Shadow Volume problem
  93. Concurrent buffer data store creation and drawing in OpenGL 3.3
  94. Teaching OpenGL
  95. Multisampled FBO problem
  96. selectively write to one target with multi-render tagets
  97. misterious crash when attaching mipmapped texture to FBO (ATI only)
  98. Should geometry shader preserve primitive order or am I just lucky?
  99. 2 different projection matricies
  100. Nested loop in GLSL causes driver crash.
  101. Skeletal animation -- good test cases?
  102. virtual object occluded by real object
  103. What ever happened to 16bit float pbuffers?
  104. retrieve multisample texture content in buffer object?
  105. ARB_texture_storage
  106. OpenCL interop performance
  107. Outline with GLSL ?
  108. How Do I Convert Mouse Position Cordinates to OpenGL cordinates?
  109. glTexImage2D PBO Uploads take a lot of CPU time?
  110. Pick Selection Editing by Points and Lines
  111. Several 'fixed' FBOs vs. one FBO with frequently reattached textures?
  112. distance-field texture magnification algorithm
  113. glPrimitiveRestartIndex()
  114. The role of a Assembler in the driver
  115. Can't read pixels from multisampled FBO.
  116. Need Suggestions How to load the .3DS file+ .jpg image in opengl
  117. nVidia : input-dependent texelFetch in multisample texture always retrieve sample 0
  118. Packed Vertex Data Formats
  119. How to get vertexes from OpenGL
  120. ARB_vertex_array_object and display lists
  121. GL_EXT_transform_feedback + lod selection + frustum culling = slow
  122. Oblique vs Standard projection matrix
  123. glDrawBuffers(N, {GL_NONE, GL_COLOR_ATTACHMENT...}
  124. IOS shadowmapping
  125. How to back-Culling in wireframe mode between meshes?
  126. Combining Points into one VBO
  127. Failed usage of GL_COMPRESSED_RGB
  128. transform feedback + glDrawElementsInstanced
  129. PBO causing OpenGL out of memory warnings
  130. Uniform Buffer Object Performance
  131. tbb and opengl scenegraph
  132. Changing default OpenGL color interpolation
  133. With newer hardware is there any way to make the whole OGL stack double precision?
  134. Only getting one pixel of a texture [Windows]
  135. ARB_instanced_arrays + ARB_vertex_array_object
  136. Texturing a terrain (texture splatting?)
  137. Problwm with UBO and glBindBufferBase
  138. How to load 30 BMP frames to device ?
  139. Anti-aliasing with fragment shaders and textures
  140. Having trouble with imageBuffers
  141. Multisample & glCopyTexSubImage2D
  142. Drawing to multiple windows
  143. how to merge to images to one image?
  144. context sharing and synchronization
  145. Tangent space calculation at UVs bounds
  146. How to load a 3Ds max file or how to import a 3DS max into opengl
  147. Introducing Regal...
  148. How to load a 3Ds max file or how to import a 3DS max into opengl
  149. Rendering similar camera views in one go
  150. glVertex3f(x,y,z) internal function
  151. About "alpha test"
  152. Fullscreen quad invoking fragment shader twice along triangle seam?
  153. Interesting discoveries about 4.3
  154. GL_ARB_instanced_arrays slower than glLoadMatrixf
  155. Write to gl_FragDepth with early_fragment_tests
  156. FBO Textures
  157. Stencil buffer problem
  158. Data Transfer, comparing efficiency
  159. Ray Casting and Rotating
  160. How to clear part of texture buffer
  161. Multiple Texture Arrays
  162. FrameBuffer mixing with BackBuffer
  163. non power of two texture mipmaps
  164. Relief mapping artifact
  165. OpenGL sampler2D as argument into subroutine method causes error
  166. GL_FIXED documentation
  167. Draw order for a game renderer
  168. glDrawElements() blocking in CPU - takes 5ms to return
  169. Selective additive blending?
  170. robust ARB_debug_output example?
  171. FBO Creating: Why always incomplete read buffer?
  172. Texture Mapping
  173. Sample Independent Blending onto Multisampled Framebuffer
  174. Scale and rotate video feed
  175. Counting Fragments w\ Occlusion Query & Atomics
  176. synchronizing opengl with multiple threads
  177. Convert to HLSL clip-space as a last step in vertex shader?
  178. Help compile a list of reasons for rendering failure
  179. Improper rendering with strange shading or what..?
  180. Adjusting vsync through code and general vsync question
  181. Some multithreading questions
  182. About VSync
  183. Fast Stencil Light Volumes for Deferred Shading
  184. the precision issue in 16 bit Z-Buffer
  185. Shader Storage Buffers and atomic_uint
  186. vsync on secondary display
  187. AMD: glGenerateMipmap weirdnesses
  188. Dynamically generating buffers during runtime
  189. Fontmaps
  190. GL_ARB_Debug_Output - what do you need ?
  191. [Education] Proposal for the advanced graphics course
  192. 1px line using triangles
  193. How to display true 10-bit color
  194. 3D screen precision of OpenGL
  195. How to save mesh results got in opengl to New York University file format (.m) ?
  196. Using same VAO for different passes (performance)
  197. Hardware-specific: vertex_attrib_64-bit and double-resources
  198. Interest in specialized GL function loader.
  199. Drawing without attrib array enabled gets "optimized out" by AMD driver?
  200. Rigid Body Physics (OpenGL)
  201. gluUnProject without glReadpixels
  202. Deferred Rendering: Depth-of-Field Blur
  203. projective texture mapping and shadow mapping
  204. GL_POLYGON_MODE missing from glcorearb.h?
  205. inconsistent alpha values in multisampled buffer
  206. sized array of float as parameter to nvidia cg shader
  207. Intel HD graphics mutlisampling problem (bug?)
  208. Linear Fog and glFrustum
  209. Number of invocation of vertex shader
  210. NPOT texture allocating problem
  211. GPU-based volume raycasting
  212. Boundary representation
  213. About tessellation shaders
  214. Multithreaded Issue Rendering To Multiple Windows That Have The Same Pixel Format
  215. Implementing clipping in 3D Space
  216. Large vertex buffer and out-of-memory error
  217. glDepthRange (4.2+) vs. glDepthRangedNV
  218. Problem in Texture Render to a box
  219. Image variable capabilities in modern GL hardware
  220. Attaching texture to framebuffer for reading causes slow rendering later
  221. Display lists and Texture
  222. Alt + Tab not working with my OpenGL app
  223. Question about automatically choosing current OpenGL window
  224. VBO Problems
  225. Android OpenGL ES 2.0 Out of memory error!
  226. on android 2.3 ,how can I ensure the higher resolution while enlarging a 3D object?
  227. transform feedback
  228. MAX_VIEWPORT_DIMS problem
  229. specifying samplers in shader
  230. Image Load/Store: barrier() and memoryBarrier()
  231. lenticular virtual image
  232. find the location of texture uniform
  233. transform feedback using attribute locations
  234. GL_LUMINANCE and pbo : slow !
  235. How to draw a line between GL_NEAREST 1D texture colors ?
  236. combining Z-buffers
  237. Shared context and multi-threading
  238. need help
  239. Urgent help needed!!
  240. Generating indices for a triangle grid
  241. ssbo/image load store woes
  242. Vertices with different attributes and Array-objects
  243. Interpolation functions
  244. Updating dynamic vertex buffer (frequently)
  245. Draw call reordering
  246. Frame time increases significantly after exactly 30 seconds
  247. atomic counter buffer mapping
  248. Texture distortion
  249. Frustum problems - URGENT!
  250. driver implementation and design