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  1. How can I determine if a line pass through a exist face
  2. pbuffers + RGBA16
  3. lit texture decals
  4. EXT_draw_range_elements: Driver optimisation
  5. mipmap generation using Cg & pbuffers
  6. GL_RESCALE_NORMAL and GL_NORMALIZE
  7. Picking Problem (ATI boards only)
  8. Possible? Usefull?
  9. How to display Chinese?
  10. user clip plane + fragment program performance
  11. query capabilities
  12. Multitexturing to Multi-pass texturing
  13. Is this correct?
  14. loading dxf
  15. wglMakeCurrent leaking?
  16. All-frequency shadows
  17. 3D texturing artifact problem
  18. lighting problem
  19. Menus with Opengl ! Important ! ;(
  20. Display lists and vertex skinning
  21. Stencil shadow problem
  22. expensive states and sorting?
  23. VBOs: Various questions
  24. Visualization effect on OpenGL ?
  25. using gl_ext_texture_env_add and gl_ext_texture_env_combine
  26. Shadow Map Texture
  27. Shadow Mapping Ambient
  28. What could be wrong with OpenGL calls? (ATI)
  29. general shadow question
  30. getting texture format
  31. artifacts on screen using ati 9600 pro
  32. Multiple cards in one box.
  33. Radiosity Normal mapping
  34. GeForce 6 Series OpenGL extensions posted
  35. Menu in Opengl !!
  36. Bad pixels in PBuffer for some viewport sizes
  37. hair rendering
  38. Extreme Slowness
  39. Direct Rendering
  40. Infinite Line and Homogeneous Coordinates
  41. glut and ARB_Multisample
  42. How to handle unknown exaption from gluTessEndPolygon function?
  43. Percentage Close Filtering woes
  44. the bug of pbuffer in NVIDIA card
  45. onKeyUp
  46. 2D rendering
  47. One more hit on OpenGL?
  48. Question about indexArray types
  49. RTTCBB glCopyTexSubImage2D Proper Usage
  50. Unhandled exception( ATIOGLXX.DLL ) : 0xC0000005: Access Violation
  51. Cheating vol 2???
  52. gluNurbsSurface() help
  53. depth [min-max] accumulation information
  54. Achieving quality postscript
  55. 3d Text & world vs. object coordinates
  56. perspective division
  57. Altering texture coordinates in a shader
  58. The future of vertex + fragment programs
  59. nurbs and selection
  60. possible to use color of first pass in a second pass mtex combine?
  61. Soldier of fortune opengl probleme
  62. Matrix trans & rotations
  63. OpenGL cripples soundput.
  64. tiny stupid NV_vertex_program doesn't work :(
  65. Fatest method of rendering geo?
  66. Shadow mapping without hardware support
  67. new spanish tutorials on codepixel
  68. Pixel Buffer Objects are very slow no?
  69. Menu with scroll ,opengl
  70. My glReadPixels do not work ?
  71. Good method of boned animations?
  72. Keyframes and VBO
  73. No programmer skill
  74. glSampleCoverage
  75. NV_float_buffer and GLSL
  76. glCopyTexSubImage2D broken on ATi?
  77. Normal maps
  78. glGetTexImage unsupported by ATI drivers?
  79. Rendering large amount of text.
  80. ATI pbuffer slowdown
  81. Display lists & wglDeleteContext
  82. TEXTURE_FLOAT_RGBA_NV error?
  83. blending multiple RGB textures.
  84. render-to-texture with multisampling
  85. Help with gluNurbsCurve !!
  86. Cubemapped skybox problem
  87. High precision single component render to texture?
  88. Fences problem
  89. Heightmaps, tiles and 3D textures
  90. Displaying large textures
  91. reliable way of rendering ?
  92. multitexturing - per vertex alpha
  93. GeForceFX vs QuadroFX
  94. Problems with lighting..
  95. how to capture output from an Opengl application in a video file?
  96. March'04 meeting notes
  97. Simple BumpMapping Question
  98. Problem with ARBMultisample (FSAA)
  99. getting Texture Coordinates from view
  100. new metaballs tutorial
  101. Multiple X connections for multithreaded rendering?
  102. Help with texture rotation
  103. weird program slowdown
  104. OpenGL clipping
  105. depth and stencil buffer
  106. Converting RGB Color to UV Texture
  107. OpenGL, GUI question?
  108. _SAT free?
  109. Creating teapot more than once
  110. How to measure rendering time ?
  111. OpenGL blending equations
  112. radiosity realization
  113. Blending and Multitexturing
  114. PBuffer performance / WGL_ACCELERATION_ARB
  115. OpenGL power requirements..
  116. depth buffer sharing with pbuffer
  117. Maybe use GL_STENCIL_TEST ?
  118. Maximum point size
  119. Interdependency between applications at Pbuffer problem
  120. Texture Lod Usage
  121. NVIDIA NV40 Developer Workshop
  122. Quaternions and translation question
  123. Counting # of pixel writes
  124. Mapping of Vertex Formats to DMA Streams
  125. NVIDIA Powerwall
  126. NVIDIA Powerwall
  127. Do drivers cache local copies of textures?
  128. PBuffer Back Buffer
  129. shadow mapping (texture matrix gen)
  130. Render Device selection and information
  131. depth-mapped cube maps
  132. Problem with large coordinates
  133. OpenGL support in WinXP64 and/or Longhorn
  134. Fast loading of large 3D textures
  135. handling dynamic texture objects
  136. NVIDIA driver bug?
  137. NV_primitive_restart anyone?
  138. gluBuild2DMipmaps replacement code
  139. Spot light with shadow volumes
  140. how to place objects into video card memory ?
  141. A thought about that hype on realtime displacement mapping
  142. Ray casting
  143. result.pointsize in vertexprogram
  144. HELP!!!!!!!!!!!
  145. Multisample pBuffer?
  146. Bug in NVidia drivers of Geforce FX59xx series in pBuffer depthtest
  147. bumpmapping in the darkness
  148. Replace texture colors in real-time
  149. Offset bumpmapping questions
  150. opengl Multitexturing and performance
  151. Background rendering?
  152. EXT_multi_draw_arrays + ARB_vertex_buffer_object. = insania
  153. a slow down problem
  154. ATIs new normal-map compression
  155. Problem using EXT_multi_draw_arrays + ARB_vertex_buffer_object
  156. Texture problem with new Nvidia driver
  157. Cross section textures
  158. disable twinview and desktop spanning
  159. motion blur using c programming
  160. stream/dynamic VBOs and performance
  161. I need urgent advice! - Graphic cards compatibility.
  162. Bug in Catalyst 4.6
  163. problem of compling OpenGL+SDL in MS VC++6
  164. texture objects and units ..
  165. maximum temp registries
  166. Pbuffer allocation problems (w trimmed sample app)
  167. MultiTexture and VBO
  168. mirroring surfaces
  169. strange behaviour of ambient color with fragment program
  170. Shadow Volume Speed
  171. Dynamic cube map generation and rendering
  172. Best draw method for small multipass scene?
  173. What games use ARB_VERTEX_PROGRAM or ARB_FRAGMENT_PROGRAM at now?
  174. Multithreading problem
  175. WGL Message:WGL: __wglDDrawSwapBuffersBlit: Blt: DDERROR = DDERR_GENERIC
  176. MipMap Problem
  177. Linker errors help
  178. OpenGL rasterization
  179. fragment shader instruction cost table (NV/ATI/etc)
  180. pbuffers problems, again.
  181. glow problem
  182. ogl linking question (windows)
  183. Point-lights shadow mapping
  184. Streaked Particles
  185. PCI express readpixels performance
  186. Cat 4.6 VBO and window resize bug?
  187. Sharing a GL texture between DLLs
  188. recording avi/mpeg with linux
  189. custom blend function
  190. Draw depth buffer
  191. fixed pipeline and shaders prgs.
  192. glDrawPixels on Matrox Millenium G450.
  193. Fish Eye
  194. glReadPixels speed
  195. threads & pbuffers
  196. VBO and threads
  197. Getting Viewing direction from World Matrix
  198. Transparent Window Demo
  199. Real rotations.
  200. tangents and binormals ...
  201. edge-blending overlap
  202. Is this an aliasing issue?
  203. float RTT on ATI
  204. Render to texture projection onto plane
  205. Difference among the versions 1.5.0 and 1.5.1
  206. Render to Texture with cg problem
  207. Optimizing rendering of particle systems
  208. VBO Q
  209. Shadow Volumes Problems! plz help! NEW!! with screenshots and Demo!
  210. Texturing my terrain - how to?
  211. shadow mapping with 2 light sources
  212. What is GL_EXT_texture_rectangle? Why not ARB_texture_non_power_of_two in Catalyst
  213. glTexParameters and multiple textures
  214. Why my OpenGL program uses Microsoft GDI renderer instead of my GeForce 5200
  215. brdf ..
  216. OpenGL *.spec files and other Ada stuff
  217. point light with per pixel lighting
  218. get* block?
  219. Cutting a rectangle out of a texture
  220. Fragment program: TXB and TXP?
  221. Strange Rendering Artifacts
  222. First steps in Stereoscopic on NV GF 5600xt
  223. pointer on buffers ?
  224. Making black background transparent in RGB texture
  225. pbuffers: to share or not to share
  226. what is standard opengl still good for?
  227. Multitextures questions
  228. Accelerated offscreen rendering?
  229. Performance drop in new driver
  230. Apple Aqua flurry port to XP, hidden OpenGL fps limit in XP
  231. doing exact box-filtering with pbuffers
  232. splitting polygons to make them fit into an octree
  233. GLIntercept 0.3 = GLSL + Display Lists and more
  234. glDrawElements problem
  235. Problems with glGetTexImage() & cube maps.
  236. Multitexture and color
  237. Volume fog with multitexturing.. not working
  238. x800 floating point blending
  239. Mipmapping and MultiTexturing
  240. Restoring state when exiting a LIBRARY function/method.
  241. NPOT texture dimensions on NV40
  242. Pixel Coords in Pixel Shader
  243. psm
  244. EXT/NV_texture_rectangle in 1.5spec
  245. tangent space
  246. Merge Overlapping Polygons
  247. 3D coordinates of a pixel
  248. EXT_multi_draw_arrays+VBO vs NV_primitive_restart
  249. Vertex array and OpenGL client/server
  250. Coordenates in a game