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  1. Joining quad cylinders
  2. TexCoords: Where do they EXACTLY point to?
  3. OpenGL scene jumps while window is moving
  4. Hpdate to GUL 1.3 on Windows XP
  5. Water surface rendering
  6. OGL performance in Linux, FX 5900
  7. Stereo and holographic rendering
  8. PN Triangles?
  9. Poor Performance of NVidia Cards
  10. Register combiners O_o?
  11. Catalyst 3.7 broke my fragment programs
  12. Vertex optimizing
  13. Triangles Strips doubt
  14. same scene , different render result?
  15. VBO slower than immediate mode when Lighting is ON
  16. cg runtime + ogl
  17. vertex program + clipping ???
  18. HL2īs High Dynamic Range Rendering
  19. omni-direction lights and shadow maps
  20. About Render to depth texture in ATI Cards?
  21. texture clamping
  22. affine dot product depth replace on nv
  23. what's the meaning of the last parameter of "wglBindTexImageARB()"
  24. Displaying Depth Buffer
  25. Save and reload
  26. Disable Hardware Acceleration
  27. Basic GPU Question
  28. Pbuffers and render to (depth) texture
  29. About Enabling and Disabling texture in Fragment Program?
  30. Per vertex parameters 4 vertex shading
  31. depth buffer read
  32. bilinear interpolation type in opengl
  33. how to implement a rolling page
  34. fragment program + shadow maps...again
  35. Shader objects in 51.75?
  36. Zoom By Region
  37. rendering larger images
  38. wierd scaling problems with textures
  39. Partially OT : problem with GLUT and MS C++ .net
  40. Zbuffer
  41. Retrieve the depth value from depth map?
  42. depth texture and ARB frag. prog. : only 8 bits of precision
  43. ZBuffer: Mistake or Problem
  44. Simple Render to Texture Example
  45. Stencil Buffer
  46. nv_occlusion_query Sync Question
  47. Cloud Modeling question
  48. Ugly specular rings...
  49. create fpbuffer(auxiliary buffers)
  50. problem with multiple lights
  51. OT: possible bug in Linux drivers
  52. Texture rectangle and floating point buffers
  53. How to draw Cube Map's each Face alone?
  54. Oblique Projection
  55. NVidia GeForce2/4/FX flickering
  56. non-rectangular viewport, stencil and alpha
  57. NV_rectangle_texture & ARB_VP/FP
  58. the way to implement "page curl" effect
  59. Bandwidth optimization
  60. Shadow mapping w/out GL_ARB_shadow
  61. OpenGL and DirectX
  62. OpenGL And SDL
  63. ATI Fragment Program Problem
  64. OpenGL in multiple windows
  65. Using SDL with OpenGL and Source Code....
  66. Retreiving texels and NV_texture_shader
  67. Enabling glslang in catalyst?
  68. Direct transfer Depth Buffer to texture
  69. OT : Carmack reverse is patented!
  70. OT: Textures for free
  71. self shadowing even from same projection matrix?
  72. how make bump mapping with open gl ?
  73. Shadow Mapping questions
  74. Eye position values in shader?
  75. ARB_vertex_program address register woes under Catalyst 3.7 / Radeon 9700
  76. Rotation Mystery
  77. Good strategy for nv_occlusion_query and Octree data structure
  78. glut and icon
  79. 2d graphics with perspective projection
  80. gl_Arb_vertex_buffer_object NVidia performance
  81. texture indirection methods
  82. order-independent transparency
  83. terrain lightmap utility?
  84. Motion Blur Without Accum buffer
  85. YASMQ (Yet another Shadow Mapping Question)
  86. High precision depth read on Radeon 9000
  87. Polygon smooth antialiasing on white background - please help!
  88. i m searching for an effect
  89. Highly compatible shadow maps... how?
  90. buffer reads when window not in focus
  91. QT equivalent of glutIdleFunc(..)
  92. WGL_DEPTH_COMPONENT_NV equivalent for ATI?
  93. My program is faster if music is played :)
  94. NV40 emulator & NV_vp3
  95. blending
  96. Could some ATI user try this?
  97. VAR to VBO
  98. Cg To NV_fragment_program performance
  99. how to program with pixelmap?............
  100. Combining outputs of multiple shaders
  101. Speed up numerical computation with OpenGL ?
  102. NOP equivalent for ATI_fragment_shader?
  103. Matrox users - Alien Flux needs a quick test!
  104. How are Ati gl drivers?
  105. Dynamic lightmapping demo
  106. Batch design advice requested
  107. ARB vertex buffer on NVIDIA and opengl 1.1
  108. how to get PCI device ID?
  109. radeon 9600 mobility vs geforce go fx
  110. texture coordinate generation...
  111. texture map - I can't get the right color
  112. RGBE8 texture format
  113. How to temporary disable stereo in stereo mode ?
  114. VBO's : One big buffer or several small ones??
  115. sharp projective shadows
  116. (nvidia SDK, nv_win lib) can someone explain to me whats going on here please?
  117. Shadow volume problems
  118. glXAllocateMemoryNV probs GF2 PCI :)
  119. Writing directly to the depth buffer..!
  120. Decode z-value in pixel-shader
  121. sudden ~5 fold slow down after reinstalling os and compiler | win2000 msvc
  122. texture disappearing on pickup?
  123. outputting mux to final combiner
  124. any way to render to a constant depth? shadow volume application
  125. input / output in opengl application
  126. No future for Cg ?
  127. Which texture-formats are usually natively supported?
  128. looking for: glActiveStencilFaceEXT( ) -- suggestions please -nt-
  129. running a 8X agp card on 4X port... how much improvement would an 8X port see? -nt-
  130. Font Problems
  131. what is opengl1.4??? why is it so damn difficult to find opengl libraries?
  132. No 16 Bit mode on Geforce 4 ?
  133. "frame rate" slowing down with time
  134. Local system rotation
  135. hardware AA lines on NV28?
  136. Query Pixel data from texture
  137. clamp to border on ATI
  138. blend 3 textures with 1 alpha map
  139. glCallLists guaranteed to execute in order?
  140. how to draw a 3D spring?
  141. undefined reference to `glXBindChannelToWindowSGIX'
  142. rendering axially symmetric shadow volumes with double sided stencil: issues
  143. weird bug with bitmap fonts (or maybe rasters) when running on dual monitor setup
  144. offscreen rendering under Windows
  145. List of cards with small GL_MAX_TEXTURE_SIZEs?
  146. are gradients possible in the stencil buffer? ref/mask perhaps?
  147. headach with GL_ARB_MULTISAMPLE
  148. how to describe logic
  149. what is the fastest means to update data in a dynamic VBO? -nt-
  150. Ideal vertex buffer sizes for various vendors
  151. Getting Started with fragment programs.
  152. Printing and storing image
  153. accum + GeForce 5900 FX + linux
  154. state tracking in ARB_VERTEX_PROGRAM
  155. Scene graphs
  156. Dell M60- what video driver?
  157. Reflective texture mapping
  158. ATI Extensions
  159. Nvidia's nmb format
  160. Quad Buffer Stereo on HMD
  161. reading single channel only
  162. Reflection vector
  163. Should Display Lists include function calls?
  164. OpenGL 2.0 Question
  165. Fastest way to compute a power of 5
  166. Texturing Quads
  167. NV_pixel_data_range
  168. Transparent
  169. how to rendering EMBM refraction
  170. Need advice with terrains
  171. image quality is bad when zoom factors >= 1.0 ?!
  172. image quality is bad when zoom factors >= 1.0 ?!
  173. ATI radeon crash on compressed textures
  174. Java with OpenGL/C++ context?
  175. Working Ok in Nvidia, but on Ati...... :(
  176. vertex/fragment program perfomance
  177. Air Traffic Control Simulation on OpenGL
  178. Sorting primitives - according to which value???
  179. VBO problem :(
  180. POW, RCP, RSQ
  181. Nvidia or ATI for OpenGL
  182. Cat 3.8s fix window resize crash
  183. A question,please
  184. how to make a line look like a cylinder?
  185. know a simple method for rendering the silhouette of a perspective sphere? 2d>3d GUI
  186. How to bind pbuffer to depth-texture?
  187. Texture
  188. Fragment program texture filtering
  189. Vertex Buffer Objects - sample code
  190. glcalllist
  191. Img's width&height >= TexMaxSize, how to use Texture mapping?
  192. Drawing roads and rivers onto a 3D terrain
  193. A very OT question
  194. CLAMP_TO_BORDER and ARB_Shadow
  195. The performance of shadowmap.
  196. Some line unexpectedly hidden at some angles
  197. Shadow volumes with external triangles
  198. Transparent Images
  199. How to scroll back buffer?
  200. 3d textures memory size
  201. multitexture blending question
  202. the fastest way to get pixels from display card
  203. volume rendering, view-aligned 3d textures.
  204. how fast does AGP Bus read data?
  205. CFormView Assertion problem
  206. the speed of readback from PBuffer
  207. Collision detection
  208. shadow map filtering
  209. Slug Production : Per Pixel Lighting demos released
  210. return value from shader
  211. texture coordinates
  212. left right up down...
  213. Yet another tangent space question
  214. depth test tolerance
  215. What is that bottleneck
  216. fragment program and texture access
  217. seek the offscreen rendering method beside pbuffer
  218. GLUquadric error using visual studio .net
  219. Single-pass gloss/specular mapping
  220. 3D texture and GL_OUT_OF_MEMORY
  221. How to share Display Lists between different context?
  222. Cg projective & non projective texture query
  223. fragment program PK2H instruction
  224. depth compare results in alpha layer
  225. Erroneous stencil example or my mistake?
  226. VBO performance
  227. Direct Hardwareaccess and Assembler
  228. problem w/ depth sorting
  229. VBO slow on nVidia boards???
  230. Clipping portal polygon by Frustum
  231. VSD
  232. glDrawElements going out of bounds
  233. Order Indep. Transparency & Depth_replace
  234. inverse projection?
  235. eye coordinates from modelview matrix
  236. Replace OpenGL Line Method
  237. Why would VBO be faster than display lists?
  238. Removing a rectangular section from a surface
  239. GL_ATI_pn_triangles problem
  240. OT: Separate render & cull threads
  241. Schlick's model
  242. OT: Timing (RDTSC etc)
  243. Enabling floating point framebuffers with OpenGL
  244. ARB_fp perfs again
  245. Depth Peeling
  246. vb + opengl component
  247. glCopyTexImage2D with GL_DEPTH_COMPONENT
  248. I'm not The One ...
  249. Which statechanges are omptimized by driver?
  250. Advanced OpenGL Game Development Book