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  1. glGetActiveUniform strange type values...
  2. skinning: temporary registers exceeded...
  3. Conformative hardware
  4. shader modularity on 4.5 ATI Drivers?
  5. the MAD instruction
  6. VBO's and tangent vector?
  7. finding out which mipmap is being used
  8. Generic Vertex Attributes and Conventional vertex attributes
  9. Determining Active Attributes/State
  10. Vertex Attribute problems
  11. newbie newbie............
  12. General ARBvp1.0 and ARBfp1.0 questions
  13. variable controlled for loops
  14. shaders and ReadPixels
  15. Why does OGLSL not work on my card?
  16. sampler2DRect & ATI
  17. problems with assignment operator being used inside conditionals (nVidia driver)
  18. Is VertexAttribPointer faster than VertexAttrib
  19. Newbie - VertexShader only effects
  20. GLSL s/w compiler source
  21. multi pass
  22. Nvidia loop unrolling behavior
  23. GLSL vs fragment- and vertex program
  24. Could anybody explain dFdx and dFdy for me?
  25. OrangeBook Example Textures
  26. world coordinates in a vertex program
  27. shader demo
  28. Ashli API
  29. gl_SecondaryColor Bug on ATI
  30. gl_ClipVertex binding in vertex program
  31. Where I Get OpenGL library souce code?
  32. flur/hair shader
  33. Shaders extensions
  34. deferred shading with GLSL
  35. unstructured data as 2d/3d textures
  36. Geforce FX help
  37. strange behaviour of reflections&refractions in OGLSL
  38. Deffered shadows!
  39. hmm...it isn't reading materials
  40. HOW do I Initilize vertex shader?
  41. get depth value from a texture
  42. Opengl 1.5 support this ???
  43. two sided light model
  44. GSLANG 1.1 compliance of catalyst 4.7?
  45. seamless volume rendering of 3D texture based octree
  46. NV40 GLSL support
  47. texCoord and perPixelLighting
  48. unproject gl_FragCoord
  49. GLSL and RenderMonkey
  50. proper Per Fragment Lighting - need help
  51. nvidia bug with conventional attributes and uniforms
  52. Full screen pixel shaders
  53. Shading Language header files for OS X
  54. Shading Language header files for OS X
  55. Is the if-statement particularly slow ?
  56. efficiency of separate shaders
  57. Position of neighbour fragments
  58. procedural texturing in OGLSL
  59. Missing extensions on Radeon 9000...
  60. Shaders not supported
  61. Does Nvidia support "for" loops yet?
  62. Deleting program/shader objects
  63. Raytracing with GLSL
  64. gl_TextureMatrix on NV
  65. clipping planes
  66. rendermonkey 1.5
  67. NVidia: Bug with texture2DProj and shadow2DProj?
  68. "The GLSL vertex shader will run in software"
  69. slang versions issues
  70. Shader for water surface
  71. OpenGL Slang Support
  72. Code for inverting a mat4
  73. ATI bug: invalid driver binding of generic vertex attributes to attribute slots?
  74. just vertex shaders
  75. Accessng neighbouring pixels in OpenGL SL
  76. Light position
  77. Limited number of varying?
  78. gl_TextureMatrix[] bug on ATI
  79. Texture projection with GLSLang
  80. preshaders/uniform virtualization
  81. Arrgh. nVidia specific 'for' loops - yet again
  82. Referencing uniform arrays of structs
  83. SMOOTH-SHADING and Normal Vectors
  84. Help! Working shader example plz!
  85. Indexing arrays in loops
  86. Access multitexture in fragment shader
  87. how to compile opengl shading language ???
  88. functions that return
  89. static for loops on Cat 4.7 don't work?
  90. OpenGL64.dll?
  91. Invalid vertex program header
  92. newbie question - how to link program
  93. WoodShader
  94. HLSL -> GLSLang guide?
  95. GLSL support
  96. shading, shading what is shading
  97. ATI, MRT and shading language
  98. Texture access in vertex programs
  99. Vertex / pixel shader development: frustrating
  100. Problem with Cube Mapping in GLSL
  101. newbie question: Cg vs glslang?
  102. NV40 and vertex textures
  103. detach program object
  104. bug in glPushAttrib(GL_CURRENT_BIT) with vertex shader ?
  105. Little OT: Loading shader source from file "pre-mature eof"
  106. problem using uniform arrays on ATI
  107. compile shader glsl
  108. Shader Designer bug?
  109. just vertex shaders part 2
  110. OT: The gameversity shaders class
  111. Compilation Status
  112. pbuffer + shader
  113. Fragment shaders and gl_FrontMaterial
  114. GLSL multitexturing problem with NVidia FX
  115. Disabling GLSL
  116. gl_LightSource[i]
  117. gl_FragDepth problem
  118. why more than a shader?
  119. OpenGL Shading language books. Any recommendations?
  120. matrix * vector or vector * matrix
  121. Multipass a vertex shader
  122. GLSL woes
  123. New ATI Drivers, GL_FOG slowdown
  124. ATI Mobility Radeon 9600 Pro Turbo
  125. array access in vertex and fragment programs
  126. Vertex Buffer Attributes
  127. few questions
  128. How can I figure out whether a uniform belongs to a vertex or fragment shader?
  129. X800 versus GF6800 (and side question of noiseX())
  130. would like some explanation on existing shader
  131. SM3 vs GLSL
  132. shader and pbuffers
  133. Why need to have one vertex and one frag shader?
  134. projection texture messed up
  135. projection textures
  136. Multiple sampler2DShadow reads problem - help
  137. once and for all: correct lighting with tangent space and moving camera
  138. texture access from vertex shader??
  139. Big troubles with Fragment Shader
  140. push and pop attributes and shader
  141. Fog
  142. projective texture shader
  143. VBO & GLSL anomalies
  144. Setting vertex/fragment programs seperately
  145. Cost of glUseProgramObjectARB
  146. best method of supplying the shaders with data
  147. GLSL drives me insane!
  148. which graphics cards support GLSL
  149. Deleting Program and Shader Objects
  150. gl_FrontLightModelProduct value not right?
  151. gl_NormalMatrix
  152. tests i can use before fragment program
  153. GLSL error ..???
  154. Window interface for SLANG?
  155. max of texture access
  156. Uniform array offset (ATI bug?)
  157. unknown builtin parameter
  158. How can I start with GLSL
  159. Pi = 3.1415926
  160. GLSL and ATI mobility cards....
  161. gl_ModelViewMatrixInverse
  162. Lighting with projected textures?
  163. Nvidia Compiler "Optimization" : running out of temporaries !
  164. lookups on incomplete textures
  165. texture2D and Mipmaps in Vertex Shader
  166. Normalization Cube Maps
  167. texture storage
  168. finding notebooks support GLSL
  169. Soft Shadow
  170. Setting uniforms
  171. result.depth & gl_FragDepth
  172. About Running in software mode
  173. invalid enumerant?
  174. gl_FragCoord
  175. GL_ARB_shading_language_110
  176. Is it possible with 9200SE extensions?
  177. How do you guys load the source into a char*?
  178. eye position in world coordinates
  179. is there a way to actually discard fragments computation ?
  180. I Need a PPL Phong Bump mapping shader
  181. gl_NormalMatrix inside fragment shader ?
  182. NVIDIA 61.77 with GF6800 reads from wrong sampler2D?
  183. Hardware noise() support?
  184. Success run demo code:glsldemo2_4.exe?
  185. GLSL syntax highlighting for UltraEdit
  186. OpenGL fog and shaders
  187. Killing pixels without alpha or stencil in GLSL fp
  188. Surface curvature in fragment shader
  189. GLSL Parser Test
  190. glext.h with OpenGL 2.0 prototypes
  191. GLSL and SM3.0
  192. GLSL Compiler
  193. Doom 3 lighting shader
  194. PCF Shoft Shadow with glsl
  195. GetShaderiv & glext.h
  196. available number of temporary registers exceeded
  197. GLSL and RenderMonkey
  198. Can I learn glsl on an old card that don't support OpenGL 2.0
  199. GLSL and MRT?
  200. how to get more infos about glError?
  201. creating an ubershader
  202. Why is there no gl_Texture[n]?
  203. GLSL Arrays?
  204. Vertex skinning problem
  205. why does my object disappear?
  206. gl_LightSource[i] and catalyst 4.10
  207. glTexEnv ?
  208. About using shaders
  209. Info Log help?
  210. experiences with glsl and pbuffers on ATI?
  211. Unbinding or directly binding a new shader
  212. Fast shader switching
  213. compiler warnings
  214. multiplication question
  215. Fragment Shader and glCopyPixels
  216. Graphics gards that support GLSL
  217. GLSL Attributes: tangent and binormal
  218. Display Warnings
  219. glTexGen - no Texture Coordinate!
  220. question about precision in frag shader
  221. Accessing Alpha of an RGB texture
  222. Dynamic branching in FP's
  223. sampler2DShadow
  224. shader used to contour data?
  225. wireframe shader
  226. 6800 GT question.
  227. using precompiled shaders?
  228. New 16 and 32 bit float textures and speed
  229. problem with samplers (nvidia 61.77)
  230. Salvation(tm) GLSL design tool available for download
  231. Small Normalization Cubemap improvement
  232. Efficient construction of submatrices?
  233. gl_LightSource[0].position not updated?
  234. Shader talk
  235. texturing
  236. shadow2DRect
  237. GLSL problems with catalyst >= 4.8 , shader designer , and pbuffers?
  238. vertex_shader vs. vertex_program
  239. built-in Uniforms
  240. Bilinear filtering in fragment program using GLSL
  241. Dependent texture reads and nVidia
  242. Determining if sampler2D is valid
  243. Using the same handle for vertex and fragment programs
  244. Hardware Pipe question
  245. vertex attributes + VBO's
  246. Spotlights
  247. Setting uniforms: Nvidia bug/feature, or general problem?
  248. pBuffers and GLSL, continued
  249. matrix multiplication without effect
  250. conditional returns