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  1. Hardware T&L
  2. Query texture memory
  3. Problems with ARB texture comrpession
  4. Cracks in shadow volume
  5. best ways of lightmap's packing
  6. Just qurios
  7. How to redefine the default reference frame
  8. Will the memory be free after executing glDeleteLists()
  9. Cutaway objects
  10. Alien Flux Alpha Test 6
  11. write a book
  12. Can I display live video from cameras in Opengl window ?
  13. Shadows
  14. NV_pixel_data_range performance
  15. Iraq using GPU's to control laser guided missiles?
  16. *BREAKING NEWS* Microsoft re-enters ARB!
  17. Getting the pts of the near frustum plane.
  18. JC .plan : Carmack drops OGL in favour of DX9
  19. an arrow on a curved surface
  20. ARBvbo NV17 (Linux)
  21. Partial swapbuffers?
  22. depth scissors
  23. PBuffers and pixelformats
  24. numerical precision
  25. ARBvbo and settings
  26. tga writing function
  27. Let me ask this one again, differently, grid visability question.
  28. Depth sorting question.
  29. lenght of string in ortho mode
  30. QuadTree source examples
  31. Stereo 'shutter glass' viewing on Flat Panel displays
  32. Signed textures?
  33. poor multitexture GeForceFX?
  34. Early z-cull disabled when touching z in fragment shader
  35. that damn tangent space
  36. Where can I find good fragment program tutorial
  37. NURB surface drawing, problem with video RAM
  38. modelling water
  39. ARB_VBO in pascal
  40. why no GL_MIRRORED_CLAMP[_TO_(EDGE|BORDER)] ?
  41. Texture Mapping Eccentricities
  42. Bitmap Scaling for texture mapping
  43. Please Help!!!
  44. about trimming a texture
  45. procedural texture
  46. displacement vertex program
  47. billboarded line
  48. WGL_EXT_swap_control and SwapBuffers
  49. Multitexturing and Vertex Arrays
  50. OpenGL Java and C++
  51. ATI & VAO
  52. projected shadows
  53. selfshadowing artifacts
  54. OpenGL2
  55. !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--
  56. Infinite projection matrix (Pinf) -> Trouble!
  57. multithreading and ogl
  58. 3D object - flatness
  59. VBO and vertexprogram in software
  60. glutWireSphere
  61. WGL_ARB_render_texture stuff....
  62. Sphere mapping - rotation
  63. NV30 FP performance statistics
  64. vertices order in strip
  65. Using DDS format for textures
  66. GLUT and FOX ???
  67. OpenGL, mpeg2, avi files and threads
  68. a quick register combiners question
  69. How to simulate sunlight on terrain?
  70. White/black mini-artifacts in shadowed/lit area (stencil; z-fail)?
  71. nvidia bug? download for exe for testing
  72. Non power-of-2 textures
  73. Driver bugs
  74. Multiple Transparent Windows
  75. 2D texture is not mapped; constantly getting black quadrangle
  76. geforce ti cache size
  77. Render To Texture Problems
  78. Hardware Blending?
  79. This is NOT off-topic : )
  80. [OT] Any1 worked on D3 loader?
  81. NVIDIA Hybrid FSAA
  82. Copying Depth Buffer
  83. Normals in a vertex shader
  84. Question: VAR on GeForce3
  85. How to tell where the points are if i rotate something?
  86. Polygon offset
  87. ARB_fragment_program not supported
  88. Loading textures like 1:5:5:5 directly
  89. Texture matrix, texture space and so forth...
  90. Texture Mapping using a PPM file
  91. Check the HW?
  92. ATI Driver issue ?
  93. scramble and opengl created rubik's cube using the C++ function srand()
  94. PINBALL
  95. float pbuffer rendering
  96. Does not Support EXT_paletted_texture on GeForceFX?
  97. Question: a short segment about Vertex Array.Thanks~~
  98. Shadows and popping artifact : new fix
  99. Nvidia/ATI driver issues
  100. [OT] How to render dxf-files (acad 2000 - ver) correctly
  101. Save to image file
  102. VBO and glArrayElement
  103. CG & OPENGL
  104. heat effect
  105. Front and back face with diferent colors using index arrays?
  106. GL_MTX_fragment_shader
  107. Help
  108. texgen with ARB_vertex_program
  109. Where to download the implementation code of OpenGL?
  110. ARB Specification
  111. clipping backface projection in projected textures
  112. background image as opposed to clear color
  113. Is it just me, or are Matrox GL drivers utterly useless?
  114. aggressive scissor for shadow volumes
  115. Video Capture to Texture
  116. Without Shaders
  117. Help:about VBO on GeForce3
  118. When ATI will release VBO GL drivers ?
  119. awful polygon intersection
  120. Who can help me with this problem ?
  121. shadows + vertex program + homogeneous divide
  122. Invariance after PushMatrix/PopMatrix?
  123. Lighting
  124. Cylinder Rotation
  125. ARB_vertex_array_object questions
  126. height field terrain
  127. Playing video using opengl hardware!
  128. VBO + 43.51 = brilliant
  129. VBO buffer type rendering order
  130. GeForce3 Buffer Region problems
  131. ortho2d poly intersection artifacts
  132. OpenGL texture mapping
  133. PixelFormat failures on Win2K / NT
  134. Fragment thresholding
  135. NV: ARBvbo & OUT_OF_MEMORY
  136. sharing of ARB buffer objects
  137. 10 bits per channel
  138. Calculating scissors for test with attenuated light?
  139. Push/Pop v.s. LoadMatrix?
  140. Small display lists?
  141. GLCanvas & menubar
  142. Gf FX demoes
  143. ARB_vertex_program2 when?
  144. Did you say fragment shaders?
  145. Render to system memory
  146. Spliters Cell shadows.
  147. Multithread texture loading
  148. Mirroring the modelview matrix
  149. Projection matrix internal parameters
  150. How to get depth to fragment program?
  151. Frustum culling problem
  152. glDrawPixels & glPixelZoom Projection!
  153. ARB_fragment_program
  154. Quadtree performance question
  155. Hardware pixel analysis
  156. HDR AND Radiance MAp
  157. texcoord question
  158. Precision curiosity: 1/255 or 1/256?
  159. Depth in register combiner
  160. One see-through texture on top of another...
  161. SetPixelFormat and nvidia drivers
  162. GLSlang tutorial
  163. Ati driver status?
  164. glCombinerParameteri(GL_NUM_GENERAL_COMBINERS, 0)
  165. GL_ATI_separate_stencil
  166. matlab MEX files + OpenGL
  167. new ATI drivers
  168. mapping windows client coordinate to object coordinate
  169. GLslang required hardware?
  170. Blending
  171. How to boot up the performance?
  172. Occlusion Queries with Clipping Planes
  173. Parallel Occlusion Queries
  174. Only 100 FPS
  175. Error with VBO
  176. depthfunc
  177. "official" glext.h missing latest ARB, NVidia, and ATI prototypes
  178. OT: art production paths
  179. Depth fail Shadows.
  180. Texture size change
  181. Spotlights texture calculations in vertex programs
  182. GLUT and MFC
  183. FX 5200
  184. VBO trouble
  185. OT: Successfully contacting ImgTech?
  186. Texture Alpha...
  187. Problem with gluProject
  188. texture width/height ratio
  189. Det 40.72 ARB_vp BUG
  190. GL_REPLACE vs. GL_MODULATE
  191. ARB vbo - Many small buffers or a few large ones?
  192. My Demo
  193. Problem with gl arrays.
  194. why the tree can't be displayed
  195. glTexGen with multitexturing
  196. Camera/transform advice
  197. Since When Does OpenGL link to DirectDraw?!
  198. OpenGL future on Windows
  199. Microsoft C++ and OpenGL
  200. environmental mapping
  201. convert 2D mouse coordinates to 3D ray for picking
  202. Scene refraction
  203. linking problem with init extention file
  204. where can i get information of opengl1.2
  205. multithreading with glut.lib and anyway to updating the scene without keybord/mouse ?
  206. Shadow Volumes + Lightmaps.
  207. Extensions?
  208. Descent Cards
  209. lens-flare effect
  210. help for shadow map on complete object
  211. Caps for shadow volumes
  212. Nearest Neighbour image scaling
  213. Cook-Torance and BRDF lighting models
  214. Swedish Programmer´s look here!!
  215. Tri strips VS indexed vertex arrays.
  216. Ati:s normalmapper
  217. Occlusion query
  218. Vertex shader trouble
  219. Shadow map resources
  220. Rain/snow resourses
  221. Help about Gl Nurbs in display lists and M.Kilgard molehill example
  222. Frame buffer resolution with high resolution textures ?
  223. WGL_ARB_pixel_format and wglGetProcAddress
  224. reflections
  225. Win32 Multithreading
  226. texture cleanup
  227. automatic mipmap generation
  228. tex coords
  229. Question about 3d texture on GF4
  230. Linear texture interpolation in ARB_fp
  231. mutual exclusion issues
  232. Reflection Bump Mapping
  233. I Need Easy Code Example About Clipping Line
  234. Degenerate scissor rect?
  235. 3D Floating point texture/Sampling?
  236. Peculiar 'artifacts' with bumpmapping & mipmapping
  237. ARB_vertex_program limitations
  238. Creating a 64-bit depth buffer
  239. Stencil drawing depends on color data?
  240. how to calculate the transformation matrix for a rotation?
  241. Approximate Bezier Curve Length
  242. distributed computing project
  243. GL_TEXTURE_SHADER_NV equivalent in ATI ????
  244. ATI_text_fragment_shader
  245. AHHH! BSP Files!
  246. Opinions on Light Map Idea
  247. OT: OpenGL Tutorial Writers
  248. NVidia GL_LINE_SMOOTH bug?
  249. Shadow mapping and extensions
  250. A bit OT: a discrete form of grad(divU).