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  1. Finding area on a mesh
  2. Problem Render in Backbuffer on GForce 3
  3. Stencil and depth buffer questions
  4. Correct Texture Generation
  5. .3ds
  6. multitexturing with vertex arrays
  7. GeForce3 Paging Problem?
  8. Terrain engine
  9. How to know if OpenGl is Rendering in HW or SW
  10. New NV extensions...
  11. Per-pixel lightning
  12. GeForce, GeForce Ti 200, GeForce Ti 500
  13. confused about redenring cylinder
  14. Bug in WGL_ARB_buffer_region on GeForce3 ?
  15. Uniformly tessellating a sphere or a disk.
  16. CubeEnvMap on static and moving objects
  17. OpenGL in ActiveX ?
  18. NvTriStrip assert - anyone had anything similar?
  19. SGIS_generate_mipmap
  20. 3d text
  21. How can I detect a surface on 3D object by mouse click?
  22. Shadow casting
  23. How to draw decals over a Skin
  24. Octree partitioning heuristic for line segments
  25. about LOD in MD4
  26. tremble of animation
  27. Rotating a scene relative to the screen
  28. Load multiple images on a single 3D Object question
  29. Tired of the WGL_pixel_format extension !
  30. NVIDIA nvImageLibrary
  31. Projective Texture problem:REVERSE PROJECTION
  32. rendering to DC colour problem
  33. VIA chipset may not be running AGPx4...
  34. GeForce driver problem??
  35. why does not glTexSubImage2D function
  36. normals and matrixes
  37. Refresh just a part of the scene
  38. The texture matrix
  39. VP compilers?
  40. glRotate* vs glMultMatrix*
  41. mipmap level residency
  42. Nvidia, stencil buffers and 16bpp
  43. Please can you test this program?
  44. updated z depth
  45. Vertex Program Problems: texture matrix tracking
  46. Object Rotation Problems
  47. Large Mesh VAR Performance
  48. Need openGL vid card...
  49. TERRAIN PATCH! CULLING!
  50. Materials and Vertex Arrays
  51. why is the rendering 3D model so slow
  52. Resizing problems in Splitter Views (MFC)
  53. Rotating scene in MFC?
  54. Different Results between No Accel. and Full Accel.
  55. Thread Safety - not a problem, just curious.
  56. GL_HP_occlusion_test
  57. TERRAIN - CULL ONLY THINGS YOU WANT!
  58. GL_INTERPOLATE_EXT lighting problems
  59. State changes and sorting speed issue
  60. Importing DXF
  61. Problems with glVertexPointer
  62. Error Reading File BMP File Size ?
  63. Shadow volume capping
  64. Direct3D like shadows using OpenGL
  65. GLYPHMETRICSFLOAT in DELPHI?
  66. Speed Mesh Extension
  67. reason for opengl.org being down
  68. how to draw a solid cylinder with gluCylinder?
  69. Multiple Monitors / Graphics Cards with OpenGL
  70. How to find the centre of a polygon?
  71. Texture Priority Problem
  72. Texture compression issues
  73. state sorting, fill efficiency...
  74. Solid+Wireframe in the same time
  75. MSVC Relase build and OpenGL blending
  76. How can solve the message mapping problem in MDI appplication for more than one win?
  77. How to render each pixel of a surface with a diffrent color?
  78. wglcreatecontext failed
  79. MATH: Image (2 Colors) to Vectors
  80. Manual world-to-screen conversion
  81. NV & WGL_ARB_render_texture
  82. Cubemapping and gluLookAt()
  83. Quarternion question
  84. bump mapped bullet hole
  85. OpenGl and laptops - error?
  86. Cube Maps and the Projection Matrix
  87. glDrawPixels problem
  88. Intentional Ghosting and loss of sync
  89. Optimizations
  90. Intersection area
  91. Is this possible with vertex programs and/or texture shaders?
  92. VAR and dynamic geometry
  93. octrees with frustum culling question
  94. How to implement the Smooth shading ?
  95. 8K x 8K screenshot
  96. What is difference between GL_SPHERE_MAP and GL_REFLECTION_MAP_NV (env.mapping)?
  97. Automatic Coordinate Generation With Culling On?
  98. Latest OpenGL .h files
  99. Faint line between triangles
  100. HELP!!! Bezier Deformation and Math...
  101. YUV output
  102. MATHS: Converting a normal and angle to orthonormal basis
  103. DEMO: Terrain, a bit of bump mapping, and some Java
  104. surface.c from the Redbook + Geforce3 problem...
  105. 3D Scanning and "Surface Matching"
  106. how can I get the bottom rectanle of the frustum
  107. help with register combiners
  108. Max to opengl
  109. Approximating curved surfaces cheaply
  110. why the 3ds mesh has transform??
  111. GeForce 2 GO and stereo drivers
  112. Culling in Display List
  113. latest redbook
  114. Perhaps off-topic - GeForce2 and WinTV.
  115. Carmack's reversed Problem
  116. GeForce video card detection
  117. Can I use GDI drawing routines in an OpenGL window (e.g. a button)
  118. using own camera matrix vs gluLookAt
  119. geforce3 rules - screenshots
  120. I need opengl 1.2 header for delphi 6.
  121. Why
  122. What would be the best VertexObject class?
  123. GL_OCCLUSION_TEST_HP usage
  124. TexGen coords not clamped
  125. Carmack's reversed vs unreversed
  126. glut
  127. seemingly small problem with extuding an ngon along a path in a local cord system
  128. Optimizing in C++
  129. Realtime bouncing, undepending on angles.
  130. how to eliminate z-fighting in dense building model
  131. About OpenGVS
  132. Matrix filter
  133. Vertex programs: cached ?
  134. FMOD question
  135. Getting device Caps - use DirectX?
  136. Modifying gamma correction in Opengl
  137. GL_NV_occlusion_query
  138. To who doesn't develop videogame applications
  139. Opengl 2.0 VertexArrayObject
  140. NVFence question
  141. NTSC & OpenGL buffer realtime mixing !
  142. Multi-Texture, Repeated, with Mip Maps - NVIDIA bug?
  143. Rendering hardware and transformations...
  144. WIERD VC6 compiler problems!
  145. GL_NV_evaluators and many questions!
  146. OpenGL 3D Object to DXF file
  147. matrix camera
  148. Register Combiner code prob
  149. Portal Stuff
  150. GForce4 extensions
  151. CubeEnvMap with MipMap on Radeon
  152. Quadro & stereo pixelformat
  153. OpenGL rendering over NTSC video stream !!!
  154. Thanks plus another question ...
  155. stitching (hidden line removal)
  156. texture blending
  157. Accessing the Video buffer of a capture card
  158. can some one help me please confirm this you know if you are in to that kind of thing
  159. Using the VRAM of a capture card
  160. strafe
  161. ATI texure sizes ... power of 2 or not?
  162. question about rendering order of 2 passes
  163. Lighting theory question
  164. How can avoid the center point problem in Zooming as well as in Rotation..?
  165. GF3 Vertex Prog - how to implement...
  166. large terrain texturing
  167. Texture Proxy & glGetTexParameter()
  168. World Saver 3D version 2.0 - testing requested
  169. help with data management
  170. GL_EXT_texture3D problems on GF3
  171. Perpixel specular thoughts
  172. would you like to explain it for me ?
  173. plot drop out
  174. nVidia stat driver
  175. MFC Object Viewer + Bug = I don't like it !
  176. Question about vertex array transformation handling...
  177. Vertex Programs and display lists
  178. trying to implement stencil shadows
  179. Antialiasing
  180. Deep shadow maps
  181. converting 2D screen coordinates to a 3D world vector
  182. Vertex programs on a GF2/GF3/GF4
  183. Problem interpreting depth values
  184. VAR - good on GF2mx, bad on GF3ti
  185. Using Extensions
  186. OpenGL and DirectX together?
  187. Questions about SIMD
  188. Problem with WGL_ARB_make_current_read (Geforce3)
  189. Octree junctions
  190. What would be considered state of the art in shadow rendering?
  191. Help! GL_TEXTURE_GEN_S wont stop..
  192. Reading the framebuffer - fast
  193. Carmack's .plan
  194. why would it be that i can't get shadow volumes and raster fonts to work simultaneous
  195. anybody familiar with blind data editors and exporters supported by maya for instance
  196. quadtree balancing algorithms
  197. rotate, zoom and panning in ogl steps
  198. glMinmax
  199. 'stealing' rendering context
  200. Vertex/pixel shaders
  201. maybe you want to have a look
  202. Gouraud Texture shading
  203. Implementing Galactic Dust Lanes ...
  204. glutEstablishOverlay (what does it do ?)
  205. Flight simulator project
  206. nurbs-knots
  207. Blank taskbar button after screensaver preview
  208. Stencil Shadow Volumes
  209. Multitexturing / Diffrent Cards
  210. Need help with Rotating my Sphere??
  211. OpenGL & GUI ?
  212. overlay a semi-transparent window on an OpenGL window
  213. another texture memory management post
  214. Luminance Texture Compression Problem
  215. help please! (gf3 texturing)
  216. glError : GL_INVALID_ENUM
  217. How to Read & Display the Depth Buffer's Contents
  218. Fog in register combiners using nvparse
  219. Determine if Stereo is supported under GLUT
  220. Simple matrix problem
  221. OGL programs in IL?
  222. blending 2 textures based on alpha
  223. Polygon's winding, and sil' edges winding
  224. Blending/Depthtes probs
  225. Is the pixel shader able to do this?
  226. Mathematical Question
  227. Multi Monitor Support
  228. light and texture
  229. Render to texture
  230. How i can avoid the clearing problem ???
  231. what is faster? fill front and back or only front
  232. Wolfenstein fog
  233. MFC Doc\RC View\DC
  234. NV_evaluators and divide by zero error
  235. Monitoring the VRAM status...
  236. vertex array and color
  237. register combiners
  238. Building a 3D image
  239. Correct VAO usage
  240. FFT/drawpixel speed test
  241. A HEAP of interesting questions
  242. GUI toolkit like GLI...
  243. wave effect
  244. Viewport and Camera
  245. Polygon Picking ??
  246. Sticky projective textures
  247. Oooiii e_e anyone know what would cause 850+ link errors completely out of the blue..
  248. Shaders, multitexturing, and interleaved arrays
  249. Dynamic collision detection
  250. Draw objects with texture