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  1. Precision loss using GL_RGBA33F texture.
  2. Edge texture filtering
  3. How to resolve integer multisampled texture attached to a framebuffer?
  4. help: copy default depthbuffer to texture; test in vertex shader
  5. memory leak? while creating simple textures
  6. reinterpreting/binding GL_DRAW_INDIRECT_BUFFER as GL_ATOMIC_COUNTER_BUFFER?
  7. Mix of mapping and OpenGL-ES 2.0 - Creating a scale bar- Java
  8. Transform Feedback with a VAO and a GS
  9. Shadow lookups in OpenGL 4
  10. Reusing FBO but now getting inverted textures
  11. Deferred renderer issue on AMD only
  12. Need help raycasting on fragment shader
  13. Mouse testing triangles in clip space
  14. Tunnel in the sky effect
  15. Separate Framebuffer blend settings are ignored.
  16. Reconstruct a 3D image
  17. GL didn't work in OSX, but in Windows
  18. Changing Lines to Quads?
  19. where glTexImage2D loading the image
  20. Drawing objects as per screen coords in OpenGL-ES 2.0
  21. Texture proxy vs just allocating it and check for OOM condition?
  22. Texture2DArray vs CubeMap
  23. A few issues with Shadow mapping & Deferred Shading
  24. OpenGL and OOD
  25. Inferior OpenGL performance in mapping uniform buffers
  26. Insight about bizarre performance behavior?
  27. Graphics card that supports accelerated offscreen rendering?
  28. How to debug
  29. "gl-streaming" - Lightweight OpenGL ES command streaming framework
  30. Non-standard error behavior in glClearBuffer* on OS X
  31. Rendering glass panes
  32. Disable write buffer "from the shader" ?
  33. Creating a white outline around text texture Open-ES 2.0
  34. How to render road name text
  35. Texture memory allocation
  36. Determine the points at the edge of surface defined by a set of arbitrary 3D points?
  37. Displaying Models
  38. Semi-transparent pixels on texture turning grey OpenGL-ES 2.0
  39. rendering acne...
  40. Sudden performance plummet
  41. Strange issue with additive blending of floating point texture framebuffer
  42. Help rotating spheres around a models axis
  43. Apple glEnableVertexAttribArray throws GL_INVALID_OPERATION
  44. glBindBufferRange hugely expensive
  45. Big question. How fixed function opengl ES 1 is emulated using ES 2
  46. Ray tracing for multiple surface ...
  47. rotation and mouse coordinates
  48. Transparent 3d Text mapped onto a polygon
  49. ATI: procedural drawing without any vertex data
  50. Path Tracer / Scanline hybrid
  51. Multiple FBOs or attachment swapping.
  52. About Multi-Thread in Win32 API
  53. orthograqhic view with depth function
  54. tagging occlluded primitives
  55. Most efficient way to store "material" properties geometry pass, to the light pass.
  56. Textures As Data Structures
  57. Converting a vertex program to GLSL
  58. Using compressed and non compressed mipmaps
  59. NPOT texture performance on ES 2.0
  60. glDrawArrays(GL_POINTS,...) only drawing a single point
  61. GLES 2 shader performance help
  62. Copying a SSBO Into Another SSBO
  63. How to read a texture array that is bound to FBO's color attachment
  64. How to use glDrawArrays() with VBO - Vertex Buffer Object to display .stl geometry
  65. How can I determine what is breaking SLI?
  66. Perofrmance issues reusing a large vertex buffer
  67. Resize Buffer Object from Transform Feedback Result. GL3 < GL 3.3
  68. Depth peeling and coplanar issue (z-fighting)
  69. Simple 3D triangle - OGL ES 2.0, nothing seems wrong, but No Output
  70. Is this a driver bug?
  71. OpenCL Error:E010:Irreducible ControlFlow Detected
  72. Optimal texture formats
  73. BPTC texture compression
  74. Writing to image2DArray not working
  75. OpenGL 4 - Can we still not specify a texture attachment index for blending
  76. Using TexStorage correctly or is this a bug?
  77. Framebuffer depth attachments
  78. Framenbuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
  79. Having trouble with multiple VBOs with TBO in geometry shader
  80. programming damages??
  81. Transform feedback and VAO + Indices
  82. GL_ARB_buffer_storage equivalent of AMD Pinned memory ?
  83. Shadow Mapping UV coordinates
  84. Fast GL_RGB upload to Texture : TBO ?
  85. glClipPlane() yes, but is there such a thing as glClipSphere() ?
  86. Transform feedback question
  87. Problem Rendering Shadow Map
  88. Smooth/think line rasterization in 3.2 core profile
  89. OpenGL 4.4 - glBindTextures
  90. VSM Lightbleedingreduction not working
  91. glDrawElementsInstanced + glVertexAttribDivisor + glPrimitiveRestartIndex crash
  92. ChoosePixelFormat DeadLock / SDL_CreateWindow gets stuck
  93. ATI/Intel switchable graphics?
  94. Spotlight and shadowmapping issues
  95. rotating large models
  96. Importing model colours into the game + Adding them to the object?
  97. samplerCube "stopped working" after driver reinstall on Radeon X550
  98. Creating objects in another thread
  99. NVPerfKit Simplified Experiments Problem
  100. can't get imageStore to work.
  101. GLU + opengl 3.3 core ... would it work together?
  102. Loading extensions from scratch, win32 & OpenGL
  103. Easiest way to render only one side of a cub map for debugging purposes
  104. glTexStorage* 'levels' param, and bad texture rendering.
  105. BlitFrameBuffer synchronisation
  106. Calculating inner walls for a hollow solid shape.
  107. Update GL_TEXTURE_BUFFER as PBO for texturing?
  108. Real-time 3D measurements: should I use an index buffer or not?
  109. Render to texture + GL_DEPTH_TEST = Black screen
  110. Performance problems with GL_MAP_PERSISTENT_BIT
  111. How to get shading with out supplying normals using glDrawElements.
  112. Pixel spacing in Ortho view
  113. RGBA32F texture compression ?
  114. Graphics w/o vertices/voxels, a new rendering system by Tcll5850
  115. rotating VBO about x,y axes
  116. [something fun] vector class, what do I need??
  117. Draw gluDisks according to longitude and latitude
  118. iPad texture loading differences (32-bit vs. 64-bit)
  119. Normalizing alpha values of lines in display list
  120. Linear Blend Skinning
  121. sampler2D limitations
  122. Screen-space bounds of an object
  123. having a problem with fonts and abusive transparency-layers
  124. Shader question in ES 2 iPad app
  125. Render performance to GBuffer
  126. model textures being redirected to font textures
  127. Multiple texcoord arrays=sure, multiple color streams?
  128. VBO Instancing - Attribute per Vertex per Instance
  129. Tiled frustum culling problems
  130. GPU Matrix Palette Skinning Tutorial for OgreXML files
  131. glTranslate( 0, 0, something ) ineffectual on VBO
  132. Rendering to memory bitmaps
  133. Integer Texture Filtering
  134. glDrawBuffer does not accept GL_COLOR_ATTACHMENT0 but glReadBuffer does?
  135. glDrawBuffer/glReadBuffer framebuffer state
  136. opengl on top of opengles
  137. Off screen particles rendering problems
  138. Enabling a vertex attrib array that the shader doesn't use.
  139. opengl dependent on handed-ness?
  140. How can i make far objects look fading or transparent?
  141. Difference in performance using glTexImage2D and glCompressedTexImage2D
  142. Deformable Surface
  143. Coordsys gizmo
  144. Billboarding on a single axis
  145. Problem with texture allocation
  146. Depth pre-pass: does OpenGL still execute fragment shader if color mask is GL_FALSE?
  147. Volumetric Fog Help
  148. Performance issues rendering a lot of different objects.
  149. Programmable Vertex Pulling with CORE mode?
  150. calculate zBuffer-accept wrong values
  151. rotate Image on openGL
  152. Mipmap generation fails second time
  153. Camera Position and rotate
  154. calculate Up Vector
  155. GL_TEXTURE_SPARSE_ARB on Nvidia
  156. opengl units- which units it contains?
  157. Calculate the Camera Transform
  158. Mirror in X
  159. Smudge Effect
  160. combining texture compression with palettes
  161. segFault on glGenFrambuffers. Very odd behavior
  162. Raytracer - Triangle Intersection + Normals
  163. Rendering to cube mipmaps
  164. canot read depth buffer
  165. Bad quality bloom
  166. Batching
  167. std140 layout
  168. glMapBufferRange() ...dynamic drawing?
  169. glDispatchCompute calling overhead
  170. geometry-shader .. just, how slow?
  171. Drawing 3D curve with varying width
  172. Identifying a specific vertex
  173. glFramebufferTexture2D mipLevel problem
  174. glMapBuffer time reduction
  175. need help with Assignment operator for big object class when deleting
  176. OpenGL pipeline stall with CUDA
  177. Shadow cube map: Comparing the depth value
  178. Mutipass Shader problem
  179. Multipass Shader thought Process
  180. Question about color texturing‏
  181. GL_TEXTURE_2D_MULTISAMPLE with 1 sample vs. GL_TEXTURE_2D
  182. Why use Transform feedback?
  183. How to blend multiple overlayed transparent polygons as a "single block" ?
  184. cannot locate suitable resource to bind parameter
  185. Why does 2D ortho textured geometry wrap into 3D space crossing 0,0 (top-left)?
  186. ComputeShader atomicCounter Performance issue
  187. Are two OpenGL contexts still necessary for concurrent copy and render?
  188. Small light source aliasing
  189. Upload a model to opengl
  190. What could be causing GL_INVALID_OPERATION error on glTexSubImage2D call? (OpenGL ES)
  191. Accumulating min/max bounds with transform feedback?
  192. BMP Image Texture Mapping
  193. rendering a scene graph with a constant number of draw calls
  194. Uniform Buffer Object Sharing
  195. Using FBO for simulation (reading from many texels, writing to a current texel)
  196. Shadow cube map: glPolygonOffset does not help?
  197. Geom shader clipping issue - need help
  198. OpenGl rendreing engine failed to initilze(urgent)
  199. Strange error with FBO depth buffers
  200. Is blending of multiple light sources for translucent objects noncommutative?
  201. PBO: mapped memory and OpenMP
  202. Question regarding the compatibility of multiple color attachments
  203. Run openGL from remote computer
  204. Uniform Buffer Object Performance
  205. Issues sampling position from depth buffer for SSAO shader (source code included)
  206. Rendering around camera or level based
  207. Nearest-Depth Upsampling
  208. VAO in GL4.x?
  209. accessing a specific mip level in OpenGL ES 2.0
  210. questions about triangle_strip
  211. How to create a 2D coordinate system?
  212. About interactive control a circle mesh
  213. Performance problem PBO + glCompressedTexSubImage3D + Texture Array
  214. Know if draw call has finished
  215. passing data, the indicesbuffer, vectors & runtime-error
  216. run OPENGL -ourgent
  217. Static Mesh and Dynamic mesh
  218. Bindless TexImage/TexSubImage?
  219. PyOpenGL/OpenGL Generating Particle Webs/ Cosmic NBodys
  220. FBO, Depth texture and Frustum
  221. glutDewstroyWindow cleanup
  222. Open
  223. Bouncing lights problem during animation
  224. Graphics disappear under certain geometries.
  225. Offsetting Buffer with NVIDIA GPU Address in atomic functions - Linkage fail
  226. linear filtering not working for variance shadow mapping
  227. Converting to and from color space in GLSL only works for few colors
  228. Chunked LoD cracks
  229. VAO framerate issues
  230. Bad multi GPU performance scaling
  231. gl_VertexID and *BaseVertex
  232. 2 questions: VAO and geometry shaders
  233. Shadow Map field of view
  234. Multiple windows
  235. GLTypes header
  236. Terrain elevation using opengl
  237. Obtaining backbuffer of entire monitor
  238. Dual paraboloid map issues.
  239. FBOs and Viewports
  240. Multiple frames blending
  241. Load a Texture With SDL
  242. Separate VBO and BaseVertex
  243. glTexturePageCommitmentEXT problem
  244. MSAA black edge jaggies similiar to pre-multiplied texture
  245. Trying to create skybox in OpenGL ES 2.0 on Android using NDK, getting Black Screen
  246. Good opensource bptc encoder
  247. Attaching a single cubemap from a cubemap array as a FBO
  248. how to alternate 2 VBOs inside one VAO
  249. Trasnfer Data from FBO to PBO issues
  250. Issues with translucency (blending)