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  1. ATI Ashli for NV3x
  2. NV_vertex_program to ARB
  3. Dot3 bumpmapping and specular
  4. OpenGL Stereo support (NVIDIA - ATI)
  5. (glut) what is overlay?
  6. Real Time Env Reflection
  7. How sphere environment mapping is calculationg?
  8. dash lines in pbuffer
  9. display lists with colorscales
  10. display lists with colorscales
  11. Some nice screenshots
  12. Ray tracing on GPU - demos?
  13. Performance rendering video
  14. error 1280 with glGetError()
  15. subregion compressed texture
  16. (off topic) Regarding game distribution.
  17. glReadPixels and viewport problem
  18. histogram in the graphic card
  19. Superbuffers status
  20. Bones and Normals-Binormals-Tangent
  21. How to create and control table in OpenGL
  22. about projection ! could you tell me the difference....
  23. VB horror story
  24. clipping planes optimization for shadow mapping ?
  25. Happy Thanksgiving Everyone!! Gift Wish Poll:
  26. Need some help to benchmark and compat test
  27. Transparent texture mapping???
  28. How to fight with t-junctions?
  29. Problem with z-fighting on shadow volumes
  30. Geometry problem
  31. CG lerp problem
  32. How to write number bigger than 9?
  33. Problems with EnvCombiners
  34. Please help, shadows
  35. Type of GL_LIGHT (going from LL of Lights to specifying which gl light...)
  36. .tga loading for textures, different on Unix (Mesa Opengl) vs. PC?
  37. Probs loading fp
  38. Using TexUnv without Textures
  39. TRIANGLE_STRIP + VBO
  40. snapshot of my problem with textures
  41. Pleeeeeease help - Texture thing
  42. mipmapping issue
  43. 24b Depth from texture to ARB_FP vector component
  44. How to access the neighbor texel of a texel in the fragment program?
  45. "Background" rendering on HT machines ??
  46. How fast occlusion query ?
  47. NV_pixel_data_range slow in FX5650go
  48. texture_env_combine issue with constant color
  49. Render to Texture vs. CopyTexSubImage
  50. Urgent Help: How tough it is if I can not use glut?
  51. what's glx?
  52. program local parameter still not working?
  53. eye vector with ARBfp
  54. Peak Performance VBO
  55. problems with light
  56. poor quality with 1D textures
  57. using VBO for dynamic data
  58. Weird Artifacts with 32-bit float_buffer multi-pass rendering...
  59. How to implement this without Glut
  60. Dual Head Opengl
  61. Multitexturing problems in pbuffer?
  62. Need advice - 2d height map terrain with relief shading
  63. ATI driver crash in fullscreen..
  64. gl_depth_clamp_nv sample code ?
  65. Trouble with shadow mapping
  66. depth_clamp problem
  67. tex matrix to eye space
  68. Leafy BSP, PVS, VIS & RAD sources release
  69. Environmentalmapping: How to calculate the vectors in a vp?
  70. Regional Transparency
  71. Driver problems when using glReadPixels(...GL_DEPTH_COMPONENT..) with gluUnProject?
  72. Simple way to detect hardware rendering on OpenGL+SDL?
  73. HELP WITH SHADOWS
  74. using glDrawRangeElements
  75. NVIDIA VAR Question
  76. Finding texture coords in middle of poly.
  77. GLUT and File Browsing with Windows
  78. minimum pbuffer resolution ?!
  79. Some questions about shadow maping
  80. ARB_fragment_program: Float precision
  81. GL_TRIANGLES and GL_QUADS ->Problem with Smooth Shading..
  82. Not entirely OT - Monitors
  83. How to compute the texture coordinates in a vertex shader ?
  84. setting up data in VBO
  85. BRDF based lighting
  86. flat shading
  87. Cash management of video memory
  88. Triangulation of concave polys
  89. makin a part of the scene static
  90. buffers
  91. New look opengl.org
  92. VP Projective texture problem
  93. 4kx4k pbuffers
  94. develop Opengl AGP and PCI
  95. Some performance detective work
  96. GlSlang / GF2MX?
  97. Heightmaps - - adding new features
  98. Optimization of toon shading with vertex shader
  99. Strange Reg. Combiner & Tex. Env. behaviour
  100. seek the method of off-screen rendering
  101. Programmable Vertices
  102. VBO and new Nvidia driver issue
  103. texture border / offset
  104. Optimizing Particles
  105. Lines "vibrations", Shadow Volume cracks
  106. How better striptify a model ?
  107. DirectX Next
  108. .md2 model loading question
  109. VBO mapping
  110. OpenGl overlays in stereo mode?
  111. Test your card's PBuffer readback speed
  112. ARB_VBO: driver bug?
  113. ATI + ARB_fragment_program + ARB_shadow
  114. Picking: return right value
  115. nv_point_sprite's vs. Cg Shaders
  116. glBlendFunc(GL_SRC_ALPHA,GL_ZERO) problem on nVIDIA
  117. vertex lighting with Cg
  118. How to texture a RGB image in grayscale?
  119. lighting problem in movement
  120. VBO mapping problem
  121. using glDrawRangeElements with VBO
  122. pbuffers, glTexSubImage2D and ATI...
  123. help on OpenGL shading
  124. About lod on a sphere
  125. Optimizing performance through glDrawArrays
  126. glTexImage2D Error on Nvidia GEFORCE
  127. opengl 1.5, just a quickie
  128. problems with 2d controls over 3d rendering
  129. What to use now? (shaders)
  130. Off-screen rendring with GL and GLU?
  131. multitextured and lighting NURBS.
  132. glMapBuffer/glUnmapBuffer question
  133. glInterleavedArrays() + VBO?
  134. AGP memory question
  135. Color Modes
  136. wglCreateContext crashes on MATROX
  137. Vertex Cache size on FX and R9700 ?
  138. render a planet's atmosphere
  139. glucylinder in cube
  140. texture unit performance question
  141. PBuffer/RTT Vrt Prog - Vtx Array weirdness (ATI and NVidia)
  142. Problem about float texture!
  143. 3D texture example or tutorial
  144. arb_fragment_program and lookup textures
  145. Moving camera position
  146. perfomance of glMultiDrawElementsEXT
  147. Pbuffer PROBLEMS
  148. rendering on texture
  149. Iterate on previous result?
  150. Regarding textures on display mode change...
  151. texture_env_combine question
  152. GLUT Mouse Functions.. can u use these in a win32 environment??
  153. Bind GL_TEXTURE_RECTANGLE_NV texture!
  154. Special texture coord gen
  155. About VBO mapping...
  156. HDRI lighting...
  157. Vertex Array Object
  158. Using CreateDC instead of GetDC
  159. Help me with glTexGen
  160. Smoke effect
  161. the CPU usage of glReadPixels() and glTexSubImage2D()
  162. 3D texture performance
  163. Cost of Enabling/Disabling Depth Buffer
  164. register combiners vs multi pass performance
  165. Stereo images
  166. how to convert a DTE0 file to 3D map
  167. ARB_vp and Attenuation?
  168. does Cg work in opengl with ATI graphic boards ?
  169. NDC-space to Eye-space in ARB_fp
  170. problems with texgen
  171. method of copying pixels between pbuffer
  172. Doom 3
  173. tiled-to-textures image performance drop
  174. lighting and aplha blending
  175. Smooth Fonts
  176. OpenGLuk
  177. NURBS + Normals = Suicide
  178. Getting depth info from alpha-blended scenes
  179. OpenGL + Windows2000 + Fullscreen + Secondary Monitor
  180. scale wglUseFontBitmaps after creation ?
  181. Circular Clipping Window
  182. 1D and 2D textures in the same project
  183. ATI bug when working with 1280x960
  184. Multiple Displays
  185. OpenGL + ATI + Linux
  186. textures + DLs
  187. PFD_DRAW_TO_BITMAP
  188. G16R16 textures on Radeon ?
  189. cubemapping, reflections, radiosity...
  190. Chrome map in OpenGL
  191. How To Create Lightmaps of a Scene?
  192. 3dfx Interactive + Glide
  193. more on cubemapping...
  194. Wether I can Initialize OpenGL RC in the same workspace for different DC
  195. Shadow projection mapping - ATI clamp bug & how to blur shadow
  196. Texture problem?
  197. native instructions
  198. Selection speed issue
  199. ATI GreenBlue Dependent Texture Reads
  200. quick copy of stencil to color
  201. ATI, ARB_shadow + EXT_texture_rectangle
  202. again on cubemap problems...
  203. Polygon Armies - fast ways to render hundreds of models
  204. Vertex-Arrays not faster than immediate mode?
  205. help on the nutty cubemap tutorial!!!
  206. Shadow maps for infinite light sources
  207. 2 RCs and 1 DC
  208. ATI GL Shading Languaje in Catalyst 3.10
  209. Multiple index lists for vertex arrays?
  210. Fonts
  211. massive state-switching
  212. Advanced feature portability
  213. geforce performance
  214. utilizing 10 bit DACs, flipping at vblank?
  215. billboards
  216. volumetric fog flying around
  217. normals
  218. borland C++ and glVertexPointer
  219. Lighting in FPS games
  220. internal format
  221. Two questions about PCI express
  222. One of those AAAAAAARGH moments
  223. Higher C++ interface for OpenGL
  224. a little "strategic" help
  225. pre-filtered lookup without EXT_paletted_texture?
  226. GL light attenutation
  227. god appeared -> we have mods. ! am i drunken ?
  228. use a same texture in different RC
  229. vp performance
  230. problem with libjpeg under MS VC++6.0
  231. What is a shader object ? and how use ARB_shader_objects ?
  232. More than 10 Control Points for Bezier Curves?
  233. copy pixels between RC created in different thread
  234. Matrox Parhelia GigaColor
  235. Is there a way to calculate the 3d coord from screen coord?
  236. edge detection for several rects
  237. Changing Screen Resolution - Opinions
  238. Drawing quads quickly
  239. problems with dot3 bump mapping
  240. Bump mapping technique repository
  241. vector rotation
  242. glAddSwapHintRectWIN
  243. Own texture Filters
  244. Basic C+ and cc question
  245. how execute the program in software ?
  246. 32 bit bmp
  247. How to use texture in 128-bit-color pbuffer?
  248. Cutting away parts of a model.
  249. how to bring up console windows using a win32 environment??
  250. Only 4 muti-textures pixel on FX 5200?