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  1. Cubemapping with GLSL
  2. cost of glGetUniformLocation
  3. Varying Resources
  4. Bones Skinning!
  5. Transform a vertex position into world space
  6. Volume rendering, transfer functions,pre-integrated classification...oh my!!
  7. Shiny bumpmaps
  8. Coloring gl_lines using vertex shader
  9. Incorrect behavior on Quadro FX4500 - setting uniforms
  10. discard vertices in vertex shader
  11. initializing cubemap texture
  12. when to use #extension in GLSL?
  13. generating a random number in shader
  14. global array with initialization
  15. texture coordinate look up problem
  16. Uniform location across different GLSL program object
  17. Adding pixels values using pixel shader
  18. multi texture - trilinear lerp
  19. Float format? Bug or misconception?
  20. UV problems moving from fixed func to shaders
  21. GPU based Volume Rendering issue -shift intensity values
  22. GLSL Transform back to FFP?
  23. do I need to set values for uniform sampler2D vars?
  24. accessing texture data in a vertex shader
  25. texture coordinates for full-screen effect
  26. wtf is wrong with this shader?
  27. Texture atlas through texture indirection issues.
  28. some experiments with gl_FragDepth
  29. Why not get rid of glBindBuffer()?
  30. Why the hell is this If statement being ignored?
  31. Very simple shader problem!
  32. How are you supposed to be able to detect whether a card can run a shader or not?
  33. Fragment Shader can't negate a value
  34. How can I reproduce this code in shader?
  35. A strange problem about FBO
  36. A simple question baout mat4
  37. Fragment position
  38. I modified a simple program to introduce A strange problem about FBO!
  39. I modified a simple program to introduce A strange problem about FBO!
  40. profile requires index expression to be compile-time constant
  41. Don't draw a fragment?
  42. sampler = GL_INVALID_OPERATION on Radeon
  43. gl_ClipVertex
  44. Shader compile problem on nVidia
  45. Disabling GLSL Shader Program targets independently
  46. MRT output
  47. how to disable a shader in glsl
  48. debugging a shader?
  49. ATI: bug in automatic attrib index assignment?
  50. transformation matrices and glsl
  51. object-to-world space
  52. Shader with loop vs multipass
  53. swizzling with low level shaders
  54. GLSL shadow mapping & depth buffer copy into a texture
  55. DirectX (HLSL) to OPENGL (GLSL)
  56. getting started with shader programming
  57. available number of texture instructions exceeded
  58. Point sprite with GLSL?
  59. GLSL clarification: combining more effects
  60. Is same OPENGL/GLSL code l work for different hardware
  61. Maximum limit for passes
  62. warning: no vertex attribute is explicitly assigned to vertex attribute zero
  63. Particles
  64. iterate matrices
  65. Value of __VERSION__?
  66. working with quaternions
  67. noob sampler2D question
  68. Flat 3D texture fetch / lookup
  69. frament shader only fetches first texture element
  70. const usuage
  71. What is "gl_TexCoord[0].st" ?
  72. Shadows
  73. Bump mapping example in "OpenGL Shading Language"
  74. varying variables
  75. Computing the tangent space in the fragment shader
  76. Help with normals in vertex shader
  77. skipping fragments
  78. Bug in mat3 constructor / ATI Catalyst 7.2 ?
  79. shaders affecting eachother... annoying
  80. Problem when using uniform variable as a loop count in fragment shader
  81. Code doubt
  82. steep parallax mapping
  83. NVshaderPerf bug
  84. world coordinates from Color value returned
  85. phong shading
  86. Loading Data into Unform Struct Array
  87. hardware skinning how-to
  88. GL_POINTS, texture3D and vertex shader
  89. validate error
  90. everything is inlined, right ?
  91. MultiTexturing seems impossible, what am I doing wrong?
  92. projecting a texture
  93. Want to contract a shader programmer
  94. Writing values to a texture
  95. Vertex colors in the shader
  96. Geometry shader with VBO
  97. Texture lookup with derivatives in Cg ?
  98. Why sample speed is low if dimension is NTOP ??
  99. blue screen :) and how to debug
  100. Internal texture values
  101. Interactive Shader Designer?
  102. passing data in textures - GL_NEAREST?
  103. Convolution performance w/ non-separable filters
  104. GLSL vs. Cg (with GLSL profile)
  105. Lumina GLSL IDE
  106. Problem w/ convolution and filter size
  107. geometry shaders problem
  108. distance of a vertex from viewpoint
  109. MAX_VARYING_FLOATs on 8800 GTS
  110. GLSL problems on some cards
  111. Can't pass values into the shader
  112. GLSL Bug with array indexing on G80
  113. ARB to GLSL
  114. Procedural Terrain Texturing on the GPU
  115. How do I discard a vertex in a vertex shader?
  116. multitexture
  117. Warning with the last nvidia driver
  118. problems rendering texture with CG
  119. Access Texture Buffer Object from Vertex shader
  120. logo
  121. Uniforms and dynamic re-compile problem
  122. camera direction vector in shader?
  123. help on dual-paraboloid shadow mapping (code & screenshot included) *UPDATE*
  124. GLSL shader crashes program
  125. nvidia 93.50: sampler2d not allowed to be zero anymore
  126. skeleton anim without dynamic array index???
  127. GLSL screen boundary question
  128. gl_TextureMatrix
  129. Present a float as a unique color
  130. alpha-masked materials for shadow mapping -> slow!
  131. GLSL Uniforms maintained across binds?
  132. is it still bad to do all lighting in a single pass?
  133. different sampler but the same effect
  134. twist effect
  135. how to design Cube Map by shaderDesign
  136. clear color
  137. non power-of-two textures and gl_TexCoord
  138. shading setup
  139. simulating a cubemap
  140. Vector to eye position
  141. GL_TEXTURE_RECTANGLE_NV and GL_TEXTURE_2D
  142. Multipass Rendering
  143. sampler_state?
  144. texture2DProj to project a section of a texture
  145. What kind of values should gl_FragDepth be giving?
  146. Bumpmapping question
  147. Depth gradient
  148. Artifacts with Blinn-Phong illumination
  149. fetching GL_LUMINANCE_ALPHA in shader
  150. Sampler2D in a uniform struct
  151. Rendermonkey
  152. Loop artifacts on GeForce6
  153. User Defined Varying Parameters
  154. Convolution mask not working
  155. Texture space collision detection
  156. Passing array of structures to GLSL
  157. Conditional Calculations
  158. changing spaces for wave deformations..??
  159. Has anyone tried using generic vertex attributes with a VBO and glDrawElements?
  160. Artifacts with reflect() & specular highlights
  161. GLSL floating point precision requirements
  162. texture_lod?
  163. Cost of glLinkProgramARB
  164. Limitation on number of If statements.
  165. texture2DRect re-size problem
  166. returning to fixed functionality
  167. Multi shadres app
  168. Level of detail
  169. glActiveTexture bug?
  170. glActiveTexture bug?
  171. About GLSL shader compile error
  172. gl_ClipVertex causes flickering
  173. Problem adjusting curves (contrast/brightness) on fragment shader
  174. fragment shader state
  175. Custom AA Resolves
  176. ATI Catalyst 7.6 vertex shader crash with structs
  177. GLSL & textures
  178. What are the applications of Geometry Shader?
  179. gl_LightSource[] does not work with a dynamic variable on ATI X1550 with latest drive
  180. Cubemap texcoords for skybox?
  181. Is gl_Vertex and the attribute variable at binding location 0 equivalent?
  182. CPU+GPU
  183. glGetUniformLocation fails
  184. dynamic impostors
  185. Geometry shaders
  186. works on ati but not on nvdidia?
  187. Levels of support in hardware/drivers?
  188. texture2D/texture2DProj
  189. Cg shader for env-Map
  190. RapidShading 0.4 - Graph Shader Editor
  191. gl_NormalMatrix : Inverse?
  192. Textures in array must be the same size?
  193. Lighting questions, feeling stupid....
  194. Parallax Problem...
  195. deferred shading // update
  196. Packing float32 into 2 float16
  197. Multiple Shaders or continuous uniform updates ?
  198. sampler2DShadow & deferred shading
  199. Implement Delaunay triangulation in Geometry Shader
  200. New Lumina version
  201. Accuracy of the "refract" instruction
  202. Texture buffer from transform feedback
  203. cubemap lighting/reflection
  204. omni-directional shadow mapping & deferred shading
  205. gl_normal
  206. ATI X1600 available number of texture instructions exceeded
  207. To get Orange Book examples to work under Vista
  208. How Subdivision surface been implemented in GPU?
  209. Write a 2d-rasterizer as pixel shader?
  210. always draw a black line
  211. texture2DProj
  212. Best way to process lists?
  213. Near clipping distance = 0
  214. GLSL Preprocessor
  215. how do v use cgGLSetParameterArray3f
  216. ATI 9600 gl_LightSource[i] data missing ? (i>0)
  217. shaders on alternate rendering targets?
  218. Array size limits
  219. Combining texture and light.
  220. How do best blending using GLSL
  221. 1D Texture Coordinates
  222. What happened to ARB_shader_texture_lod?
  223. Shader link error C1002 from Nvidia driver
  224. Fragment coordinates in fragment shader
  225. Only 42 triangles can be emitted by Geometry Shader
  226. Image-based GLSL target tracker?
  227. I only want to discard the depth component, not the color
  228. 3DLabs GLSL ShaderGen not working on ATI
  229. invisible vertex attributes
  230. Shader code discarded by system?
  231. Faster TBN calculation?
  232. Parallax mapping
  233. Status on GLSL object code readback?
  234. Cubemap reflection mapping
  235. Temporary Register Limit
  236. glGetActiveAttrib - bug ?
  237. shader performance
  238. saving output from vertex shader into a buffer obj
  239. revised shader performance question
  240. Clip Space coordinate question
  241. physics on gpu
  242. Problem when glsl program is disabled
  243. 1D Texture coordinates
  244. bitwise operators status
  245. Shader Designer - what do you expect?
  246. Render to 1D texture
  247. GLSL in window
  248. project section of a texture
  249. VBO's and normals
  250. 1D texture speed