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  1. read buffer crashes in separate thread (nvidia)
  2. Point light VP -> Spot light VP: ?
  3. Mapping surface to non-continuous vertices
  4. Sanity check please
  5. Anti-aliasing and glReadPixels(..GL_DEPTH_BUFFER...)
  6. pan and zoom window
  7. Shadow mapping with OGL 1.1
  8. How to create a console window in Win 32 for direct user input?
  9. Write object space coordinates during rendering?
  10. Why Nvidia remove glVertexWeightPointerEXT from 53 drivers
  11. gl to uniform parameter binding semantics
  12. visualizaing solids and lines
  13. What in the world am I doing wrong??
  14. wglMakeCurrent() - memory problem?
  15. Using standard fog for transparency
  16. Materials, DOT3 and Combiners
  17. Inverse Matrix
  18. Use the same Color for a set of vertex
  19. Overlapping Viewports
  20. send planes to card
  21. Clipping contour?
  22. ARB_shadow & fragment programs
  23. fix lightmap artifacts in self-shadowing bumpmapping?
  24. How to reduce number of triangles in md2 models
  25. problem
  26. Why are my VBO's going so slooooowwww?
  27. about adding weight in gluNurbsSurface()
  28. VBOs and reg vertex arrays
  29. Two issues with VBO
  30. displaying hundreeds of md2 models
  31. OpenGL 2.0
  32. procedure texture mapping
  33. Trouble with alpha channels in textures.
  34. How To get VBO datas from the GPU?
  35. how to implement a chroma key?
  36. F-Buffer?
  37. Convert a DirectX pitch, yaw, roll into an OpenGL rotation
  38. Texture coord generation for generic mesh.
  39. Video and OpenGL (and YCrCb)
  40. glCullFace and z-fighting?
  41. lighting problem
  42. glRasterPos, glBitmap, and GL_IBM_rasterpos_clip
  43. Triangle culling problem ... ATI
  44. NV_fragment_program question
  45. precision problem of fragment program in GeForceFX
  46. need help to build 3d object
  47. ARB/NV fragment program performance numbers
  48. vbos performance issues.
  49. wglChoosePixelFormat for WGL_ARB_render_texture
  50. Depth Clamping problem
  51. OpenGL Shading Language book 02/20/04
  52. display lists slowing down no-zbuffer rendering?
  53. problem about the multi-pass Render-To-Texture
  54. Speeding up repeat rendering
  55. what's a texture indirection?
  56. Masking + Fog.....
  57. Separating Specular Color
  58. when will software renderers be viable?
  59. Double buffered incremental updates
  60. Tiling Sub-Textures
  61. GL_ARB_point_parameters
  62. Shadow map artifacts. Need help
  63. Exact glFinish and glFlush semantics
  64. NV_point_sprite & POINT_SPRITE_R_MODE_NV
  65. How to copy directly one texture to another
  66. SkyBox, VAR, VBO
  67. KTX_buffer_region
  68. planet texturing
  69. Error with PBuffer
  70. Mipmap levels and video memory
  71. one inside another
  72. Problems with VBOs again ...
  73. Performance Question
  74. ARB_vertex_program and the fog coordinate
  75. Problem with Cg profile ARBVP1 and nvidia 53xx drivers
  76. picking problem
  77. gluPickMatrix problem
  78. GLUT: Fatal Error depending on who's logged on
  79. why the glGetTexImage() can not work with glCopyTexSubImage2D()?
  80. Attenuated PPL + ..... = ?
  81. Texture Crossfade
  82. address of a texture in VRAM
  83. how to EMBM on Radeon
  84. Parallax mapping troubles :(
  85. another thing about parallax maping
  86. Got a 128 bit texture mipmapped. How can I load it back into an array?
  87. wglCreateContext exception
  88. Quick question on data transfer
  89. GLTrace and extensions
  90. glTexSubImage2D
  91. source code of TriDComm released
  92. faking specular highlights?
  93. Need ARB_fragment_program emulator
  94. 3dsMax Loader?
  95. Benchmark results on VAs, VBOs & DLs
  96. when is texture data loaded into texture memory
  97. Porting Linux code to NT
  98. Y-axis-only fogging
  99. linux and windows extensions
  100. Obtaining remote rendering context
  101. texSubImage.. 50 MB /sec...
  102. Drawing a mixture of opaque & translucent panels
  103. Hardware Skinning Question
  104. glCopyPixels on Radeon?
  105. OpenGL and multithreading in Win32
  106. How to get the position of the object inserted in displaylist?
  107. How to copy one displyList to another displayList?
  108. How to drag object in opengl by mouse?
  109. Implementing DOT3 bump mapping
  110. GL_ARB_texture_cube_map with RADEON 9800 PRO
  111. glext.h errors
  112. huge terrain rendering
  113. how to manage multiple pbuffers correctly?
  114. how can i blend results of several passes in a fragment program?
  115. gluLookAt transformation
  116. Optimization for vertex cache
  117. Vertex alpha 0.0 - 4.0 ?
  118. Get Normal and TextureCoordinate by mouse via ray picking?
  119. GLBench
  120. DeltChrome OpenGL support
  121. Vertex arrays and multitexturing.
  122. How to use Callback fuction in gluTessCallback?
  123. another VBO question
  124. Render texture as points?
  125. Adding one more object causes others to disappear.
  126. VBO, float and ATI
  127. How to use summed area table algorithms in OpenGL?
  128. How to transfer a bitmap to the stencil buffer
  129. AVI file
  130. Shadow volume generation
  131. 3d models
  132. ARB_point_sprite - where do I start?
  133. Who can offer me the source code of realization of summed area table in OpenGL?
  134. Z-fighting problem with vertex programs and shadow volumes
  135. Hardware accerlarated texturing.
  136. More control for texturing
  137. Textures question
  138. closed bezier circle curve
  139. Dets 56.55
  140. OpenGL ActiveX Control
  141. HRC and HDC,s
  142. manage your texture better!
  143. VP/FP 2.0
  144. Render to Texture and Multi-sampling
  145. problems with 1-value texture mapping
  146. PDR, fast memcpy
  147. Render to DIB
  148. bullet vector lookpoint
  149. Float texture CopyTexImage2D problems
  150. Multitexture terrain with lighting using 2 texture units in 1 pass
  151. rendering polygon elements edge-on & polygon offset
  152. Reflection Question
  153. why glDrawRangeElements doesn't work with PFD_DRAW_TO_BITMAP
  154. Alpha test and early z test
  155. again on displacement texmap and lokup cubemaps
  156. Translation problem
  157. How to get opengl working in Borland
  158. Texture Replication
  159. Stencil shadows artifacts
  160. view aligned slices
  161. .NET OpenGL
  162. face normals or vertex normals
  163. VRCAI 2004
  164. Front Rendering & ATI Radeon
  165. what is your favorite profiler?
  166. walking on a planet - problem
  167. GL_OCCLUSION_TEST_HP = frustum culling ?
  168. OpenGL and 3D stereo
  169. Question about display lists and performance
  170. help! How to i compute the bounding x and y coordinates
  171. glGetFloatv(GL_MODELVIEW_MATRIX, mat)?
  172. openGL & Turbo C
  173. depthBuffer, non linear values !!
  174. GeForce FX 5200 runtime error.
  175. Screen coordinates in the programs
  176. sperm, snake, worm movements
  177. the performance of blend operation
  178. GLSlang and resource virtualization
  179. PBUFFER!!!
  180. High Res Terrain
  181. floating point 32 bit to 16
  182. Where to find new driver for notebook?
  183. GLUT link error !
  184. Display List Stuff
  185. rubberbanding in opengl
  186. Help! Open GL Animation background music?
  187. GLIntercept v0.2 (a GLTrace like program)
  188. Program running at different speeds on different graphics cards
  189. vertex visibility test
  190. help me with GL_EXT_texture_env_combine?!
  191. What is the fastest way in landscapes making?
  192. Problem: twisted extrusion
  193. CubeMap using PS and VS
  194. VP rotations
  195. Geometry,Texture cord. Export
  196. glDrawPixels and texturing
  197. Manipulating color buffer
  198. counting the no. of pixels within a bounded area
  199. fp slowdown.. is this normal?
  200. how to use multi-surface of pbuffer
  201. multitexturing...
  202. advanced terrain texturing
  203. black holes
  204. Cube maps for normalization
  205. Trouble with glDrawElements
  206. GeForce FX 5900 support GL1.5 and GLSL?
  207. Transform to Tangent Space
  208. glGetFloatfv(GL_INVERSE_MODELVIEW_MATRIX) ?
  209. Fast acess pbuffer or texture?
  210. !!VP vs !!ARBVP
  211. How to protect OpenGL program ?
  212. depth buffer info
  213. UV texturing, what is the secret ?
  214. size of normalization cube map
  215. Bitmap Character Problem
  216. registry hack for SGI OpenGL (Software renderer)
  217. Pbuffer Quality
  218. Query OpenGL Support
  219. Storing window/viewport data
  220. Wierd artifacts with penumbra maps
  221. pushing/popping attrib array enables
  222. fog question
  223. Not releasing Texture Memory
  224. about wglgetprocaddress()????
  225. upside down cubemap
  226. scissor test and fragment program
  227. vbo+point sprites+ati=need for valium
  228. VBOs and Display Lists
  229. Multiple craphic card rendering with PCI express
  230. Texture Filtering and Indirections
  231. Fast copy from back buffer to back buffer?
  232. Fog in vertex program
  233. Cutting One Hole in a Shape
  234. Check if point is in frustum.
  235. About OpenGL performance on UNIX
  236. Voxels in OpenGL :(
  237. mirror - order of transformations
  238. Superbuffers...
  239. Render to Vertex Array with VAR/PDR
  240. Line Antialiasing + Polygon offset
  241. 3Dmax exporter problem
  242. Clarification regarding glClipPlane
  243. How to use ATI_draw_buffers?
  244. VBO problems on ATI card
  245. Dependent texture read on GF4
  246. Point sprite driver problem (?)
  247. Radeon9000 (mobility) internal texture precision is 8 or 12 bit?
  248. help about opengl in MSvc6.0,thanks
  249. display list performance on radeon
  250. NV VAR renders while CPU's free