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  1. OpenGL 2.0 Spec
  2. ATI's pbuffer bug + NV's IBO bug ?
  3. Texture Compression
  4. new Relief Mapping shader (better Parallax Mapping?!?)
  5. ARB fp, fragment.color.primary & textured quads or drawPixels - calling all Gurus
  6. Render To Texture on nVidia
  7. discussion about normals
  8. OpenGL State Machine Diagram Update?
  9. draw non-concentric circles in a big circle
  10. texture border support in hw?
  11. Reflecting Sphere
  12. ARB Fragment Program
  13. clipping programming using c++..liang barsky coding,cohen sutherland..
  14. shadow map test
  15. stencil buffer clearing messing up in pbuffer
  16. Gloss Map with ARB_texture_env_combine
  17. NURBS control points
  18. zbuffer writes and polygon smooth questions
  19. Shadow Mapping and GL_CLAMP_TO_BORDER
  20. GL_SPHERE_MAP problems
  21. Problem with pbuffer and CopyPixels
  22. vbos and GLSL
  23. is glClientActiveTextureARB heavy?
  24. strange problem about vertex array
  25. Nvidia Geforce PCX 5750 & ARB_fragment_program
  26. Loading WGL_ARB_pixel_format without creating a dummy render context?
  27. I Have A Big Bitmap
  28. which one is fit for image processing?CPU or GPU?
  29. Extension loading mechanism
  30. projective texture matrix
  31. Problems with ARBVP1
  32. Selecting video port on graphics card
  33. gluBuild2DMipmaps causing UNDERFLOW Exceptions
  34. Video Input inside GL, is it possible?
  35. PBuffers and GL_ARB_occlusion_query
  36. Buffer Object Spec, Multiple Threads
  37. glReadPixels read the front buffer or the back buffer?
  38. Light Matrices
  39. Pixel Buffer Objects - supported pixel formats
  40. GeforceFX6800 16bit auto-mipmaps?
  41. atan in fragment program?
  42. Possible and resonable to combine VBO with other RenderMode ?
  43. Nvidia point sprites.
  44. Texture Memory
  45. multitexture blending (texture environments?)
  46. material qualities
  47. Glu my polygons?
  48. multitexturing+blending - does it work together?
  49. ARB_fragment_program bug in NVidia drivers?
  50. OpenGL ES 1.1 Coding Challenge offically starts
  51. glCopyTexSubImage2D and automatic mipmap generation
  52. Red book shadowmap.c program
  53. Problem with ActiveX control
  54. texture & shader binding
  55. Efficient vertex program texture projection?
  56. Accumulation buffer and double-buffering
  57. how to do dynamic lightmap
  58. Performance drop in orthographic mode
  59. size and stride in Vertex Array
  60. glTexImage2d produces different textures on Win2k and Linux RedHat 8 - WHY???
  61. ARBvp/fp: lod confusion.
  62. wglShareLists failing
  63. 3D Texture Map
  64. depth buffer -> depth texture -> depth buffer
  65. Point Sprite Texture Problem
  66. 32bit colours=fast! 16bit colours=very slow??
  67. texture_env_combine
  68. vertex program & VBO problem - solved
  69. ARB_npot and GENERATE_MIPMAP
  70. GeForce4 Go: conformant GL_CLAMP mode?
  71. Can't start: Environment Bump mapping
  72. glDrawPixels&glReadPixels Unmatched??
  73. arb vertex programs not working
  74. dual-parabploid environment mapping problem
  75. Something good to think about
  76. Occlusion with transparent textures
  77. GL based modular programming environment needs testers
  78. unknown polygon winding trouble...
  79. Texture memory management
  80. GL_NV_centroid_sample
  81. Lighting problem -> math Problem. Problem with rotations/translations. Plz help!
  82. Real time character animation ( Plz reply)
  83. GL_ELEMENT_ARRAY_BUFFER_ARB
  84. Mimicking loss of precision - the problem: 0.0 1.0 != 0/255 255/255 ??
  85. glDrawPixels vs textures
  86. GPGPU - RenderTexture/pbuffer problems
  87. 66.31 bug or expected behaviour? glProgramEnvParameter and contexts
  88. Doom3 shading questions
  89. how to debug grahics applications using visual C++ debugger
  90. Error in projected textures (good topic, sorry for the other 2)
  91. Code Question, how to clock program...
  92. importing a vrml scene "in" opengl
  93. an intersting problem about blend...
  94. Problem with materials, normal vectors ?
  95. vp&fp interface
  96. Shaders, Fog and Multipasses rendering
  97. Loading DFF Model Files
  98. memory leak from closing pixmap windows
  99. Depth peeling confusion
  100. a broken donut shape
  101. Keep auto generated tex coords within [0.0, 1.0]?
  102. gDEBugger supports OpenGL 1.5
  103. Deferred Shading
  104. alphatest greater 0.0 && less 0.5
  105. How to compute LOD in pixel shader?
  106. Measuring render time for smooth animation
  107. docking windows w/ openGL?
  108. Buggy Lines
  109. Z Buffer Issues
  110. glgeterror
  111. Opengl and PCI-Express
  112. need ARB normalmap example
  113. perspective correction for projected spotlights
  114. occlusion_query does not count as expected
  115. Animation
  116. Problem with ARBfp on Radeon9700Pro
  117. Problems with rendering to a texture...
  118. Multitexturing/Fragment program and fragment operations
  119. Is glu thread safe?
  120. How expensive is the use of extra texture-units?
  121. Vertex buffer memory usage on nvidia cards.
  122. about pbuffer , can you help me to find the problem?
  123. Frustum Culling
  124. PBuffer & AA
  125. Thickness
  126. stuttering caused by glDrawElements / glMultiDrawElementsEXT, any ideas?
  127. re
  128. texture blend with accum buffer
  129. Simple Cube Mapping on ARB_fragment_program
  130. glCopyTexImage2D - Poor Performance
  131. Storing data in buffer
  132. What is causing this jagged shading artifact on my sphere?
  133. Parallel OpenGL, MPI, Glut,, multithreading, offscreen rendering
  134. fixed function normal mapping
  135. spotlight effect
  136. OpenGL 2.0 for games
  137. To cutoff portion from a object
  138. Projection via texgen - questions
  139. Which one should I choose, vp/fp or GLSL
  140. clip plane problems - plane extraction
  141. z-fail shadow opengl stuff
  142. Tesselation
  143. NV40 Linux AUX buffers problem
  144. Maya Lighting in OpenGL
  145. "fx" files with glsl
  146. Help ME
  147. OT: Seeking Info on Arcade Versions
  148. To Display Concave polygons & polygon containing holes
  149. GL_GENERATE_MIPMAP_SGIS
  150. modularity in shaders
  151. Recognize x,y,z
  152. rotation issues
  153. From Pixelbuffer to Primitiv
  154. win32 programming
  155. vertex shaders -> varying frag. inputs
  156. can I use 3dtexture when rendering to pbuffer
  157. ClearMemory function?
  158. extensive pbuffer use == system hangs (ATI)
  159. Multitexturing
  160. Pbuffer & Numerical Precision
  161. wrong TXL spec in GL_NV_fragment_program2?
  162. pbuffer + VAR = SLOW
  163. ATI GL_DEPTH_COMPONENT bug
  164. Measuring Vertex Cache Size
  165. Is it possible to store vertex array indice data in video memory
  166. Screen coordinates in shader
  167. using dynamic index with static vertex-array with VBO// Normals
  168. NURBS-based real-time 3D engine
  169. Waiting for sync when flushing with glut. CPU overload.
  170. need help
  171. Selection and Feedback using a ....
  172. Do the graphics cards support hardware overlay planes?
  173. Light and material BUG on NVidia GT6800
  174. no need for glflush!?
  175. BindTexture(GL_TEXTURE_2D,0) is validate?
  176. 0.0 x sth
  177. Need help showing parallel lines during rotation
  178. PBuffer RTT & shaders
  179. Need a example about bump mapping!
  180. How to render a earth or teapot with texture?
  181. Doom3 environment Bump mapping shaders questions.
  182. Two mouses?
  183. many rendering context
  184. DisplayList performance problem
  185. Stencils, Textures & Depth, a bug on ATI?
  186. Asynchronous read-back perfs with PBO
  187. Multitexturing with Lightmaps
  188. ARB FP - Strange multiply issue. (driver bug?)
  189. Early z and stencil buffer
  190. Hermite surface drawing problem
  191. Detail tex + ??? = Detail bumpmap
  192. Native Formats/Alignment vs. AGP Aperture size
  193. high performance software renderer
  194. fragment program & switching pbuffer context
  195. multithreading Problem
  196. mapping texture to trapezoid
  197. MRT, render to texture
  198. from a raster point to wolrdcoordinates
  199. Vertex Buffer Objects performance issue
  200. Depth test and selection (help!)
  201. How to compute the time spent by AGP8X?
  202. Float extensions are out...
  203. workaround in ARB_vp by MUL'ing by 1?
  204. pbuffer rendering and zbuffer
  205. render to texture
  206. Intel's declining support of OpenGL
  207. texture mip unload
  208. how to mix TEXTURE_2D and cube map texture in the one single pass of the multitexture
  209. Reflection always shifted to the right
  210. 16 bits Texture 3D and Lookup Table
  211. My Questions about texture mapping
  212. changing the color of a luminance/alpha bitmap
  213. A quick technique for light scattering clouds
  214. Problem about rendering to depth texture
  215. Access to Framebuffer
  216. why glLogicOp no use RGBA?
  217. Reverse projection problem.
  218. LKML : Linux-friendly graphics card : "we need experts in 3D graphics"
  219. depth buffer
  220. Multitexturing and Cubic Env Mapping
  221. Multitexturing and Cubic Env Mapping
  222. EXT_render_target
  223. Help!Problem about GL_STEREO ?
  224. MIssing gl/device.h
  225. performance problem with glTexSubImage2D on recent Nvidia card
  226. using high-poly character models in OGL apps
  227. picking or selecting a triangle of a mesh?
  228. depth buffer readout performance
  229. Print Cg shader output
  230. New 16 and 32 bit textures and float buffers, speed and method
  231. Will multi modeling transform operation affect the final rendering result?
  232. nVidia issue, too little geometry, slowdown
  233. bitmap to represent 2d terrain?
  234. patent
  235. How to render to single channel float cubemap texture?
  236. tutorial opengl extensions under linux
  237. "sweep selection" volume
  238. PBO performance of PCI-Express cards
  239. dynamic geometry and VBOs
  240. Point sprites and vertex programs
  241. Optimizing VBO usage
  242. Unwanted colour buffer clearing
  243. 32 bit p buffer problem...
  244. GL_ARB_vertex_blend
  245. enabling more than 4 texture units on gffx without error
  246. arb_vertex_program and fog
  247. how opengl deals with the negative value in textureCoordinate
  248. glGenBuffersARB problem
  249. OpenGL access to 64bit (16bit per channel) texturing , filteriing and blending
  250. Early Z rejection