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  1. "Parametric" horizon mapping ideas
  2. Extension naming confusion
  3. Copy depth map to another depth map
  4. Is there any OpenGL to D3D wrapper with source?
  5. repeating textures
  6. VBO's and Memory Management / Paging
  7. Screen-size float render target on ATI
  8. Texture Compreesion with glTexSubImage2D
  9. Sanity check regarding normalization with cube maps
  10. Camera in Object Space / Octree Traversal
  11. About rushing to top rendering speed!!
  12. How to load DDS files for volume texture?
  13. Per-pixel lighting with Raedon
  14. how can I know how much the video memory my program used
  15. Issues with stitching
  16. 32bits greyscale textures...
  17. VBO, BUFFER_OFFSET and glDrawElements broken?
  18. AUX buffers
  19. Rendering Axis in Ortho mode
  20. travelling in 3D...
  21. Incorrect lighting
  22. getting vertex data
  23. Setting a vertex base index in a glDrawElements call
  24. Vertex Array vs. Display Lists
  25. Tri Stripper & Co, updates.
  26. color banding
  27. Wackwackwacvkwackwack
  28. retrieving values from a cubemap...
  29. 6800GT ARB_vertex_buffer_object performance
  30. 3D Texture Borders?
  31. Fog and Multitexture: Bug?
  32. Translate to origin (?)
  33. ClosedGL
  34. NVidia (6800GT?) ARB_vertex_program state.matrix inverse bug
  35. Razor's edge and near clip plane
  36. mixing float and double (precision problem)
  37. glDisable(GL_MYPOST)
  38. Fragment Programs and Compressed Textures
  39. Polygon seems/tears. Please help.
  40. Fragment shader emulation, how?
  41. Ambient Occlusion Tool
  42. Omni directional shadow cube maps
  43. Instancing looks interesting to me.
  44. glCopyTexSubImage2D vs NVIDIA
  45. FarCry-like water and cube map problems
  46. Display list problem with new nVidia drivers
  47. terrain splatting texture problem
  48. Multi textures blending
  49. Also: Static Water reflections
  50. OpenGL vs DirectX: vertex buffer performance
  51. Smooth Shading For Quadradic Formula?
  52. how to create a RTT pbuffer that support FSAA
  53. Shadow- and cubemaps
  54. How do you draw nice thick lines?
  55. OpenGL screen capture -> then write out as bitmap..
  56. normal mapping in whatever space
  57. surface projection or projecting a 3D Object to a plain
  58. Rendering using pBuffer
  59. Multipass rendering slow on Radeon board
  60. glDrawElements + display list issue
  61. how to use GL_ARB texture_non_power_of_two
  62. Performance comparison of OpenGL on Sun and Linux
  63. weird problem concerning pbuffer and projective texture
  64. NV unified compiler
  65. glCompressedTexImage3DARB
  66. ATI, blending and pbuffer
  67. Data dependent Early Fragment Rejection on nVidia FX (NV3X) hardware (Impossible?)
  68. i have to do a 30 sec animation in opengl
  69. 3D floating point texture in nvidia GeForce6800 ?
  70. result.depth + fragment.position
  71. Equivalent in OpenGL of DirectX texture wrapping ?
  72. Early Z rejection on NV6800!!
  73. OpenGL rendering in background
  74. render on a bitmap in Borland C++ Builder
  75. Automatic determination of LightMaps...
  76. Triangle Problem
  77. boolean operation, quads and circle.
  78. GLSL pack/unpack
  79. Antialiasing questions
  80. Quaternions and tangent space
  81. GeForce wireframe performance & occlusion testing
  82. Opengl rendering as control on child window of MDI App. in MFC
  83. rendering to 16bit float pbuffer
  84. Problem with Humus Shadow Volume code
  85. ATI_fragment_shader
  86. Hardware VBO is ABSOLUTELY slower than software VB
  87. OpenGL Versions and Compatibility
  88. Z-Fighting - expected behaviour?
  89. Compression and Normal Maps
  90. Shaders vs Programs
  91. Insane picking problem
  92. Problems with ARB_pixel_format on ATI cards
  93. half sphere
  94. glColorTable works for 8bit indexed texture but not 16 bit??
  95. NURBS surface Tesselations
  96. non-power-of-two indexed texture lookup
  97. GL_EXT_Cg_shader docs?
  98. I can't bind two pbuffers to textures and render to a third pbuffer
  99. Doing transformations manually
  100. GL_SMOOTH_SHADING and normal vectors
  101. Stereo Reverse In Quad Buffer Problem
  102. missing gluTessBeginContour - runtime error
  103. Windowless
  104. On VBO mapped data alignments
  105. Floating point mipmapping performance
  106. >2 textures - 1 pbuffer
  107. return the geometry.. TO ME
  108. How to center a text printed with glutBitmapCharacter ?
  109. multithreaded OpenGL application
  110. VRAM usage
  111. Displaying Live Video
  112. Using attributes as indices into a matrix array
  113. Shadow Mapping Problem
  114. Is OpenGL usualy used for Games,or real time rendering,is 3dsmax used OpenGL
  115. glPolygonOffsetEXT unresolved
  116. Bilinear and trilinear - can't see a difference
  117. glDrawPixels with GL_FLOAT data
  118. What is the best mix of CPU/GPU optimization?
  119. DOOM3 texture unit use.
  120. PBO and 3D Texture
  121. glTexEnv + GL_ARB_fragment_program
  122. Speed of creating a display list each frame.
  123. Imaging subset extension on NV&ATI
  124. NVIDIA Texture_Wrap bug?
  125. NVIDIA VBO ubyte bug?
  126. early stencil with pbuffer
  127. glDrawArrays slower?
  128. The best methond of storing and scan-converting the graphic primitives
  129. ATI VBO Performance problems
  130. viewInverse matrix transform! plz help!!
  131. Lightwave3D plugin
  132. Running .Net projects on VS 6.0
  133. Blending question: clouds & pbuffers
  134. Disabling multisampling is impossible?
  135. Remote Desktop and OpenGL
  136. Skinning & Normals
  137. Smooth Normal Artifacts
  138. Huge terrain... Is this method reasonable?
  139. Deferred Shading
  140. OpenGL 2.0 formally announced!
  141. Distortion using normal maps.
  142. Unreal Engine 3 Shadow algorithm
  143. Transparant shadow maps
  144. rendering the overlapped geometry of objects
  145. Problem with gluLookAt and Viewport
  146. cuebmapping problem, need help
  147. GL_EXT_texture_rectangle disappearance ?
  148. faking glow or speedup bloom ?
  149. 3D Textures+Cg
  150. How can OpenGL program response to hardware input?
  151. Dot3 bump mapping lightning problem
  152. pbuffers and 3d textures
  153. Transforming the normal in a VS
  154. dragging in right direction from different views
  155. ATI_texture_float problems on 6800gt
  156. Shader Problem
  157. text rotation
  158. viewport matrix and perspective division
  159. depth: fragment.position.z?
  160. loading dds files onto opengl application
  161. strange performance issue
  162. VBO between opengl context
  163. Minimal 1.5 VBO test just wont work?
  164. gluTesselator - why doubles?
  165. ARB_precision_hint on FX with 6x.xx drivers
  166. Texture access from vertex shader
  167. Opinions on possible buggy behaviour...
  168. Oh curse you brain!
  169. Depth sorting.
  170. NV40 branching behavior
  171. directional lights, shadow volumes
  172. opengl to d3d wrapper?
  173. Please, please help: Multisampling in linux
  174. GLGroup class
  175. Light Vector Calculation for Per Pixel Diffuse lighting
  176. blending problem
  177. FOG_COORD + CATALYST 4.8
  178. pBuffer 1024x1024 problem
  179. uses of occlusion queries.
  180. How can i pan the model with my mouse in 3d
  181. bump mapping...
  182. Landscape by means of 3D-Texture
  183. ambiant occlusion (obscurances)
  184. what is c for glTexEnvi ?
  185. Projected Coordinates out of 3D-Coords
  186. Homogeneous divides
  187. rendering will not change with [dynamic] transformations
  188. question about drawing on panel
  189. NV: supported internal texture formats
  190. limited range camera... optimisation idea
  191. Shadowmapping without GL_depth_texture
  192. What’s up with the point_sprites?
  193. VBO Performance on nv3x hardware
  194. CgFX tutorial
  195. PBO - Texture Memory extension idea
  196. modifying csg.c to use more than 128 polygons
  197. cube mapping
  198. Using WGL_ARB_pbuffer and glGetTexImage
  199. max AA on 6800
  200. Catalyst 4.8 ARBfp bug?
  201. CGSL speed issues
  202. Alpha obiects with multiple lights and stencil shadows
  203. MultiThreading with OpenGL
  204. glMinMax
  205. Opengl Initialization Problem
  206. post deleted ?
  207. wglCopyContext and p-buffers
  208. control 3D models
  209. Calculating state.matrix.mvp manually
  210. Volumetric Fog and displaying Probability Densities
  211. Vertex to Spherical
  212. Shadow Volumes and Silhouette
  213. getTexImage crash
  214. Any word on ANY render to texture spec?!
  215. pbuffer, render_texture and mipmaps
  216. Crossed Polygons and blend problems
  217. GL_EXT_Cg_shader???
  218. MD3 Bump mapping problem! PLZ Help!!!
  219. GL_TEXTURE_ENV_COLOR does not change in run-time
  220. viewing depth texture
  221. strange projection results
  222. Different sized textures - one algorithm?
  223. Best OpenGL drivers
  224. Projection Matrix - help!
  225. line width
  226. bug ? attribpointer not in display list
  227. ABRfp 1.0 texture lookups
  228. Rendering text
  229. Normalising Mesh Models
  230. Calculating Accurate Vertex Normals
  231. fragment_program lighting problem with object/word space!
  232. Scaling a vertex
  233. Multipass rendering question.
  234. projective texturing problems
  235. Depth/stencil value under vp/fp
  236. What happens to the front buffer after I swap the buffers?
  237. Sending Face normals with arrays
  238. 3D loader
  239. 8 pipelines, 12, 16 ??
  240. Another wglShareLists question ...
  241. how to detect glx errors?
  242. Simple bump mapping question
  243. glPolygonOffset: does "units" value between 0 and 1 make sense???
  244. HELP! a strange problem about feedback!
  245. arbfp1 + CG
  246. Display List problem
  247. Application controlled Anti-aliasing
  248. 16 Bit Monochrome Texture
  249. glCopyPixels to pbuffer
  250. from feedback buffer to gluUnProject