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  1. ARB VP/FP with builtin fog broken on ATI (sometimes?)
  2. Scaling problem
  3. Conditional branching on NV4x
  4. GL_MAX_VARYING_FLOATS_ARB
  5. range of texture coords in rectangle textures
  6. errors at compilation
  7. GLSL programs varying result ?
  8. Cg faster than GLSL for non-const index array access?
  9. vertex coordinates as verterx program output
  10. Number of GPU cycles for cos and sin functions?
  11. Texture Overlay
  12. Running Cg and GLSL in parallel
  13. Packing a float into a texture
  14. Problem with vertex textures and linux
  15. Sorry,still shadow mapping problem
  16. a vp means rewrite all functions in vertex transformation stage?
  17. Visual Shader Composer looking for testers
  18. Combining shaders
  19. Bug(s) in NVIDIA GLSL ShaderCompiler
  20. GLSL compatibility
  21. Radeon Problem.
  22. big problem to load a shader(resolved)
  23. Z-buffer and anti-aliasing
  24. my shader which works with renderMonkey don't work with my opengl prog (resolved)
  25. TEX instruction in Fragment Shader
  26. Shader Compile Error
  27. matrix inverse
  28. Max Varying float?
  29. multitexturing and vertex arrays?
  30. gl_vertex.w
  31. Texture transformation and merge problem
  32. Modulated texture and lighting
  33. how to determine whether a texture is valid
  34. Update to GLSL front-end source released
  35. init of glew
  36. gldrawelements crash
  37. uniform variables in vertex and fragment shader
  38. accessing matrices
  39. Bug in nvidia GLSL implementation?
  40. Problem on ATI with 5.6 drivers
  41. Mathematical calculations using OGSL
  42. maximum number of active uniform variables
  43. ATI + Shaders + PBuffer + Alpha Test Problem
  44. cg using GL_EQUAL
  45. Video Editing Question
  46. varying variables
  47. finding pixel corners' texture coordinates using dFdx and dFdy
  48. gl_FrontMaterial doesn't work
  49. Bit operation in fragment program?
  50. Texture acces from Vertex Shader for displacement
  51. NVIDIA's GL2 drivers
  52. How many varyings am really using?
  53. problem with per fragment lighting
  54. KIL (Kill fragment) instruction?
  55. precision of interpolated values
  56. why cant i access built in uniforms values
  57. Global uniforms
  58. Receive light position in the fragment program
  59. Transparency in fragment program?
  60. fragment shader problem, tex1-tex2
  61. crazy uniform behaviour
  62. sampler2DShadow
  63. allow texture*Lod in fragment shader AND stick to the specs ?
  64. GL 2.0 GLSL
  65. Shaders: where to start?
  66. Texture access spped
  67. textureRect (again)
  68. Measure frame time
  69. OpenGL Shading Language and flatshading
  70. Graphics hardware for OGL 2.0 / SL
  71. NV_multisample_filter_hint & glDisable( GL_MULTISAMPLE )
  72. GLSL troubles
  73. Maybe bug?
  74. ATI - texture access in vertex shader?
  75. Newbie Texture mapping help
  76. GLSL == HLSL?
  77. Conditional returns
  78. GetUniformLocationARB failure
  79. gl_Color bug in the ATI CATALYST 5.7
  80. problem with return in shader
  81. Using GLSL with Mesa-6.3 problem
  82. arb_fragment_program texture determination
  83. problem with out variable
  84. switch GL/GLSL mode
  85. Looping in GLSL
  86. how write a color to a texel when i have its UV coordinates ?
  87. question about parallax bump mapping
  88. why use tangent space for bump mapping
  89. Compiler options and extensions in GLSL on NVidia hardware
  90. Constants Exceeded
  91. cel shading : my model appears in black
  92. ortho projection in shader
  93. Bug in nvidia glsl compiler?
  94. frexp?
  95. ATI GLSL software mode related crashes
  96. Texture shift in normalmap shader
  97. Reproducing fixed-function behaviour in a shader
  98. moody ATI shader compiler
  99. Features support
  100. Conceptual question
  101. GLSL and floating point precision
  102. Dumping ObjectCode from Shaders??
  103. GLSL and smaller hardware configurations
  104. Texture Access in Vertex Shaders
  105. Additional calculation messes up result
  106. Quiz: Where do these holes come from? (image included)
  107. textures
  108. Multitexturing with samplerCube
  109. Lighting computation
  110. ADDSIGNED2X -- Bit Shifting in ARB?
  111. Dealing with multiple primitives
  112. glsl ... a lot of shader ... is it a problem?
  113. Cube map access in fragment shader
  114. how to send attribute arrays
  115. GLSL and NV_vertex_program
  116. my program crash when i use shaders
  117. TANGENT BASIS CALCULATION DOES NOT WORK
  118. texcoord lookup -- under-the-hood
  119. Howto get pixel values of the surface?
  120. constant declaration in ARB_FRAGMENT_PROGRAM
  121. 3d texture shading
  122. Texture Matrices not working in GSL ?
  123. 8-bit depth attachment on nvidia ?!
  124. Announcement: Intro CG class with GLSL
  125. Linking textures to vertex shader
  126. G70 float precision issues
  127. anaglyphs with shader
  128. Problem with for-loops in PS2.0 and PS3.0 in GLSL
  129. Updated GLSL noise implementation
  130. Ti4200 fragment_program ext not found. Help pls.
  131. Hardware noise() support - any news?
  132. "original" vertex/pixel code?
  133. mat3 vs mat4 speed
  134. Real Time Morphing & Normals
  135. hardcode vs variables performance
  136. GLSL and MRT via FBO on ATI hardware
  137. PCSS shader runs in software mode?
  138. Standard clip planes
  139. Compiler error
  140. GLSL performance problems
  141. strange multitexture problems
  142. Whether My Card supports GLSL ?
  143. GLSL tex coord problem
  144. The most simple fragment shader...
  145. gpgpu anyone?
  146. User specified kernal size?
  147. glClampColorARB and color clamping
  148. Texture Problem --> Help Me
  149. mat4 * vec3
  150. texture3D : ATI Catalyst 5.2 Good, 5.6/9 Bad
  151. How to render depth and normal into texture
  152. 16 bit Texture
  153. zero sized arrays?!
  154. problem in dynamic loop
  155. Bad specular highlight when applying rotation
  156. problems on setting uniform array
  157. Why get the error attribute info?
  158. ATI problem with passing constant indices to functions?
  159. accessing framebuffer when using fbo and render to texture
  160. Vertex Shader generating 2 output vertices?
  161. cgfx and glsl documentation
  162. multiple lights and multiple textures
  163. Question about texture blending
  164. gl_ModelViewMatrixInverse not defined in new nvidia drivers
  165. default value for uniforms
  166. passing spotDirection from VS to FS works on ATI, not on nVidia?
  167. ShadowMapping Projection.
  168. calculate index expressions at run-time?
  169. GLSL performance with per-pixel bump mapping = slow?
  170. For-cycles and lighting contributions
  171. Uniformlessnessly ?!!?!??
  172. maya 6.0 cgfx shader
  173. How to disable shaders?
  174. conditional and loops
  175. GL2 core VS extensions
  176. Timing reads from the framebuffer
  177. issues with glprocs
  178. Not sure whats wrong
  179. basic vertex transformations
  180. Large fragment program
  181. Help with texture !
  182. GLSL: packing a normal in a single float
  183. Tex Coord Question FROM new guy
  184. enabling/disabling textures
  185. gl_BackColor weirdness (ATI driver problem?)
  186. gl_FrontFacing crash (ATI driver problem?)
  187. Finding the opengl download
  188. Number of varying variables on NVidia?
  189. per vertex lighting vs per pixel lighting
  190. mipmaps+bilinear filtering in a vertex shader
  191. vertex program only
  192. lighting built-in uniform problem (ATI ?)
  193. Accessing gl_TexCoord[0].p
  194. shader running in software when it says it is running in hardware...
  195. Computing Vertex Buffer Object entries in the fragment shader
  196. gl_LightSource[].diffuse fragment shader ATI bug?
  197. Problem with glVertexAttribPointerARB
  198. Textures, shaders, threads...
  199. Texture understanding problem
  200. Weird Bug?
  201. I will be mad :-( Big Bug About glActiveTexture in GLSL application
  202. Small sprites - Favour fragment time over vertex time?
  203. Measuring performance
  204. GLSL issue with my x700 and 6800GT
  205. link error - not accessible in profile
  206. file extensions
  207. GLSL on ATI
  208. gl_FogFragCoord with no vertex shader
  209. ATI glsl: w component of gl_Position
  210. How is culling done
  211. Multiple Lightsources?
  212. glGetUniformLocationARB and mat3
  213. ATI fixed bug but...
  214. counting instructions
  215. Multiple lights with gl_LightSource again
  216. gl_FogCoord
  217. texture memory
  218. minimal enables for gl_MultiTexCoord0?
  219. High Level Frag Shader Help
  220. Too Many If Statements in Fragment Code?
  221. Problem ATI+GLSL+PBUFFER, setting gl_FragDepth
  222. ATI + FBObject +GLSL + gl_DepthFrag
  223. Same shader on multiple objects w/ different uniforms
  224. generic vertex problem
  225. workaround for ATI -- "available number of constants exceeded"
  226. CG Shader & Arrays
  227. Finally, array constants comming soon in GLSL?
  228. Eye plane texgen
  229. shader's difficulty and time of glBegin/glEnd
  230. texture sampling in vertex shader
  231. Area Light sources
  232. non-constant index in samplers
  233. alpha = 1.0?
  234. HDR with Rendermokey
  235. [CG] setting semantic of connected parameters doesn't work
  236. GLSL extensions rules
  237. barebones texturing shader problem
  238. VS Texture access in RM1.6v?
  239. Instruction limits on new ATI GPUs
  240. vbo index in vertex shader
  241. Would this be a good recommendation to ARB?
  242. Texture atlas and repeating textures
  243. problems with multi texturing (I think)
  244. forward declaring functions
  245. Shader Model 3.0 in OpenGl
  246. skinning on ATI - AGAIN
  247. ForceWare 8310 + GLSL and half type
  248. gl_PointSize and GL_REPLACE_COORD_ARB under Linux
  249. OpenGl and Maya
  250. weird shader behavior