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  1. capping shadow volumes
  2. Small thing about depth test.
  3. calculating normal vectors
  4. OpenGL Internals.
  5. openGL extensions
  6. How can I approach this problem (newbie trying to be cool) :-(
  7. Is selection buffer ever used in games (any faster alternatives)?
  8. Texture mapping questions
  9. Real good specular lighting
  10. GL_LEFT_AND_RIGHT
  11. Dynamic cube maps and windowed mode
  12. Please help me with this (more on point selection)
  13. Problem with Texture mapping & GL_POINTS
  14. Register Combiners, greater than 4 Texuture Units in NV30
  15. Bug with glPixelTransferf when using glTexImage2D??
  16. Turning on texture alpha crashes my program...
  17. NVidia to depreciate CG in favour of Glslang?
  18. Any tutorials on structuring scene graphs
  19. Render to texture on Linux...
  20. Proper multipass using depth testing with texture borders
  21. cubemap limitations?
  22. VBO + GeForceFXultra5900 + Mandrake = trouble
  23. (kind of) Deferred Shading
  24. Problemas con Dot3_RGBA
  25. OpenGL Rendering on Splitter Windows(CSplitterWnd))
  26. EMBM
  27. Texture equation
  28. Implementing a "palette" using pixel shader?
  29. ARB_vertex_program question...
  30. gluQuadric vs. Managed C++
  31. trouble reading depth value at a single pixel
  32. Texture coord screwed up in a vertex program
  33. how to develop a software tool for MEMS 3D visualization
  34. Switching between 2D AND 3D
  35. Normal map bug
  36. how to create library?
  37. slices in volume rendering
  38. Open Warfare
  39. Loading textures with unusual pixel formats
  40. Painfully slow GL_XOR and GL_BLEND in Mesa
  41. Problem with display of my drawing on different computers(same OS)
  42. GL_MAX_TEXTURE_UNITS_ARB = 4 ?
  43. z-buffer accuracy
  44. Diffuse+Dot3bumpmapping
  45. Ray casting
  46. OpenGL on Borland C++ Builder TImage control
  47. ARB_Superbuffers - all the gory details
  48. Pixel Shader
  49. [OT]Onscreen OGL -> 1394 firewire?
  50. GLIntercept v0.1 is available..(a GLTrace like program)
  51. Specular lighting trick...
  52. Video memory
  53. determining if in shadow
  54. DDS-textures and MipMapping?
  55. glClipPlane and vertex/frag shaders
  56. cloud modeling - partical system
  57. 44.03 VBO issues with large buffers?
  58. ATI_fragment_shader + fog
  59. Reducing texture switches
  60. HW Projective Textures
  61. A doubt about ARB_vertex_program
  62. Terrain Optimization...
  63. Export to 3D format
  64. Framerate Problems
  65. Alpha Test w/Lighting Problem
  66. problem putting vertex program working
  67. Texture Mapping 32 bit float
  68. Blending and multitexturing.
  69. visual basic multitexuring
  70. More font fun.
  71. Render to texture
  72. Cubemap Issue (Please let it be something obvious)
  73. 3d level editor
  74. MapBuffers - slow writes?
  75. OT: about GL + drivers + OS
  76. Depth Test Problems
  77. New 3d engines list
  78. ATI_stencil_separate slower than conventional stencil calls ?
  79. 32 bit colors with ATI
  80. Vertex Arrays with Multitexture, some help
  81. glut, mousewheels & PeekMessage
  82. Shadowmaps or Stencil Volumes
  83. clipping problems
  84. C++ Builder and OpenGL
  85. Writing and GL Extension
  86. grabbing the entire screen
  87. [WIN32] Waiting for VSync spikes processor?
  88. How Use MPI together with GLUT
  89. AABB lines in Mark's bumpmap demo
  90. Shadowtextures and fragmentprogram.
  91. Image Library
  92. Multitexturing & alpha blending
  93. Shaders and fogging
  94. Simulate lens distortion
  95. does the geforce 4 support fragment programs?
  96. access violation upon calling wglChoosePixelFormatARB
  97. Test for Overlay Support
  98. OGL Multitexturing terminolgy help.
  99. VBO and DrawElements slow?
  100. Mapping a high poly model on a billboard
  101. Camera move along points defined
  102. Can OpenGL draws in CMYK color mode?
  103. Slightly OT: Where is Romka & GLF?
  104. GL_ARB_fragment_program & NV20
  105. font display problem
  106. GL_DEPTH_CLAMP_NV
  107. geforcefx5900ultra slow?
  108. Drawing in Front buffer deosn't work
  109. real time image-warping
  110. Could some kindly soul with a Matrox card help out
  111. Rendering BSP Entities
  112. Congrats for the MX users
  113. Bounding Box Problems ...
  114. Vertex Program (should be) simple error
  115. Non-NVidia shadow mapping options?
  116. Clearing the z buffer with my own z data
  117. GL_ARRAY_BUFFER_ARB - doesn't work good
  118. projective textures
  119. Threading
  120. Rendering behind another window
  121. Very strange Vertex Program error
  122. Bump Mapping in world space
  123. VBO and Detonator 45.23 issue?
  124. Analytical rendering - how?
  125. CG Runtime and ATI
  126. Multiple Displays Management
  127. OpenGL & memory
  128. How do I use multitexturing for blending tiles?
  129. PlaneShift: Programming Team Member Recruiting
  130. Texture shader issue on GeForceFX 5900
  131. Knowing when stereo is not available on NVidia QuadroFX
  132. Fragment program perfs
  133. Occlusion Query
  134. Cube map in fragment program
  135. Performance of GL_ARB_depth_texture on Radeon 9700
  136. OpenGL memory problem
  137. GL_PACK_ROW_LENGTH
  138. Order in which fragments are processed (in fragment program)
  139. erving the value of ONLY ONE OpenGL State
  140. Turn off Multitexturing and use 1 texture
  141. DrawArray works with Vertex Program?
  142. How to Render an Skeletal Animation Reference Pose?
  143. how to read *.flt file in vc
  144. OGL-app in fullscreen; other windows on top of it appear strange (win98se)
  145. People models (such as .md2) click to see more
  146. Fragment combiner programs not supported?
  147. Different z buffer with VP?
  148. how to draw a geometry with higher teseellation
  149. Please help how do i solve a problem
  150. automatic mipmapsgeneration
  151. supported depth buffer sizes
  152. OpenGL compliant matrix functions
  153. error running compiled code
  154. MultiTexturing an unknown amount of textures
  155. video and buffers
  156. MD3 Rendering Problems
  157. Texture compression questions
  158. opengl32.dll patch for debug
  159. glDebugEntry() ?
  160. subsampling a volume
  161. One pass shadow mapping with ambient
  162. Hardware Cursors
  163. GL_LUMINANCE vs. GL_INTENSITY
  164. stencil shadow problem
  165. VBO problem
  166. Best result when using a vertexcachesize of 8?
  167. Specular Lighting with Texture Shaders (artifacts)
  168. Directional diffuse bump mapping
  169. GL vs Open GL
  170. Getting nearest Z value in hw?
  171. Shadow Volume problem
  172. vram memory management
  173. Nvidia depth textures & fragment program problems
  174. ARB_depth_texture filtering difference between GF4 and R300?
  175. msi geforce fx5200, major slowdown using fragment programs
  176. pbuffer and multitexture
  177. Antialiasing problem
  178. write an openGL ICD for windows ?
  179. 5200 again: performance vs. precision
  180. ZNear Clipping and clipping planes in the projection matrix in opengl
  181. DP3_SAT ?
  182. Bump mapping again
  183. GLX_GLXEXT_PROTOTYPES
  184. Transform between two different viewport
  185. Problem with MSI GeForce FX5600
  186. 3dLabs Siggraph presentations..
  187. How to implement "fixed" object sizes
  188. Nvidia's Last Chance Gas
  189. Vertex program, placing z in color.
  190. Help needed desperately - Normal vectors and picking
  191. How to debug a vertex program
  192. How do I change variable on the fly?
  193. NVIDIA's new policy on optimizations
  194. 2nd window flashing
  195. dets 45.23: new fp issue?
  196. to jra101 and forum admin
  197. I have an offer for all !!!!
  198. How to create degenerated quads in vertex shader shadow volume?
  199. Finding stencil buffer dirty rectangles?
  200. ATI's OpenGL SDK
  201. Combining stencil shadow and stencil mirror
  202. Matrix math
  203. glGetFloatv() costs for retreiving OpenGL matrices
  204. how to share vertex program parameters between window buffer and pbuffer
  205. how to blend from texture to texture (without using color buffers)
  206. Rendering Lightmaps
  207. Orthogonalizing a non-orthogonal transformation matrix
  208. caching computed values from fragment programs
  209. Z-value to world-space distance ?
  210. cubemaps upside down?
  211. NV_point_sprites - argh!
  212. vp and fp implementation details
  213. Normalization cube map
  214. Binding program to 0
  215. Page Curl
  216. Anyone know: how to use opengl render in GBA ??
  217. GF4 Go = no VP or VBO?
  218. Using convolution filters
  219. opengl with c++ .Net windows form
  220. Explosions smoke and trails on nv35
  221. GL_UNSIGNED_INT_8_8_8_8 != GL_UNSIGNED_BYTE ?
  222. lightmapped shadows....
  223. Volumetric fog
  224. Register coloring optimization? (GFFX, R300)
  225. Ortho & Perspective = z-fighting
  226. Fog in programs
  227. Floatingpoint cubemap and filter.
  228. Per pixel spotlight attenuation
  229. Number of textures in OpenGL
  230. "Salvation" - Visual OpenGL design
  231. Order Independent Transparency (framebuffer alpha)
  232. Interpolating between 2 textures
  233. Win32 ChangeDisplaySettings question
  234. geomapping vs roam
  235. Mapping a VBO more than once per frame
  236. about the texture coordinate offset
  237. Rotation
  238. Anyone tried projective textures on VPs?
  239. YUV to RGB conversion using text_fragment_shader
  240. Please help me get some good image loading functions
  241. Slow VBO Bunnies
  242. Line Strip changes colour when drawing quadrics
  243. register combiners
  244. Set if between values instruction
  245. Compositing Bitmap Textures
  246. Fragment prog gpu cycles
  247. PBuffer Performance
  248. OpenGL AND RenderMan
  249. 2D line rendering
  250. shadow