PDA

View Full Version : OpenGL coding: advanced



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 [44] 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69

  1. Problems with pointsize using POINT_SPRITE_ARB in a paritclesystem
  2. multiple indices for different array (vertex, color,...)
  3. How to get a color of a previous pixel in a fragment shader?
  4. Phong Bump Mapping in ARB_vertex_program. Is it possible?
  5. depth peeling
  6. How can i use a webcam with opengl
  7. Pbuffer Performance
  8. Yet another batching thread
  9. Creating Contours in two directions
  10. Merging OpenInventor-OpenGL with SoCamera
  11. blending operation resolution
  12. Some advice for model animation/rendering
  13. vbo and memory allocation
  14. DMA transactions
  15. Multiple rendering contexts problems
  16. Visual Basic & Opengl
  17. Trouble with VBOs + general trouble with speed.
  18. bad z-buffer readback/copy performance on ATI
  19. Cube Environment Mapping
  20. best way of joining textures together
  21. BRDF related question...
  22. Cache coherency?
  23. blend constant color
  24. OpenInventor: OpenGL calls invisible when far from IV objects
  25. Recommended normal mappping format
  26. YADB (Yet Another Driver Bug ?)
  27. ATI: Bug in ARB_fragment_program with constants
  28. glCopyTexSubImage2D slow
  29. gl extension, blending, and pyOpenGL
  30. Hardware Antialiasing
  31. Cost of changing dynamically texture settings
  32. Staticmeshes
  33. Point Sprite TexCoords
  34. picking
  35. OpenGL interface improvement
  36. Thin and long objects
  37. new extension WGL ATI_render_texture_rectangle
  38. ATI Texturing Problem ...
  39. framebuffer_object?
  40. How to implement Drop Down Menu
  41. How to directly get the result of the programmable vertex processor?
  42. While the value in float pixel buffer is not accurate?
  43. pbuffer - context switch
  44. Help me with OpenGL
  45. Hardware Convolution
  46. Light Space Perspective Shadow Maps
  47. jogl float pbuffers and nvidia cards
  48. how to do model clothing & multi-model texturing.
  49. OpenGL .exe vs .scr extension problem
  50. SGIS auto-mipmaps & fp textures
  51. glu function not be accelerated never???
  52. Can anyone give help on this issue
  53. Multitexturing with alpha channels and masks
  54. PointSprites, again.
  55. OpenGL "Axis" in the overlay plane!
  56. ARB_vertex_buffer_object issue on GeForce4 4200 Go
  57. 2 questions
  58. Viewports vs. Scissoring
  59. coplanar geometry
  60. a question about glViewport
  61. OT: about half life 2 engine
  62. PBO in floating point PBuffer
  63. Hardware shadow mapping
  64. texture mapping
  65. Strange Problem with vertex arrayss
  66. VC6.0: PBuffer don't run without Debug-Info
  67. ARB_texture_non_power_of_two
  68. XML and OpenGL communicating???
  69. separate specular affected by texture alpha?
  70. a question about texture mapping
  71. Multitexture and texture amount
  72. texture missing after converting from .flt to opengl
  73. solve reverse projective texure (q coordinate method)
  74. framebuffer readback performance
  75. Mapping texels to pixels
  76. Resetting texture blend values to their defaults
  77. changing texturevalues for painting
  78. Evaluators
  79. Viewvolume Clip Planes
  80. PBO and mipmap
  81. glVertexAttribPointerARB
  82. PBO and glTexSubImage2D -> slow
  83. Matrox ICD for Parhelia - textures are black, even crashes
  84. UVW mapping. Don't know how to do it.
  85. How to get unclamped floating point pixels in pbuffer ?
  86. wglShareLists Q
  87. 2 fullscreeen viewports on 2 monitors
  88. Yet another problem with shadow volume rendering
  89. S3TC / DXTC texture compression
  90. Ohh yes... Shadow volumes again!
  91. Using existing values in depth buffer for fog calculations
  92. Shortcut
  93. Depth sorted UI?
  94. Hardware Transformations vs Software Transformations
  95. Where's my window?
  96. When to use gl*Pointer with VBO
  97. Getting rid of sparkling artifacts in BM/PM/DM
  98. need help on an open source project
  99. Math Problem at shadow volumes
  100. projected render-to-texture shadows ?
  101. strange OGLSL problem with 66.93 NVIDIA's driver
  102. Volumetric fog without tesselation
  103. Hope this is the Last prob with Shadow volumes...
  104. Offset limiting in parallax mapping
  105. Calling a glsl function
  106. why no more than 4 texture units in standard pipeline
  107. horrible glTexSubImage3D performance in linux
  108. How to introduce Specular and Diffuse lighting into Bumped lighting
  109. OpenGL Material Editor
  110. Faking multitexturing on cards without enough texture units
  111. glDrawPixels and memory layout
  112. Compositing woes
  113. OpenGL-Screensaver behaves strange with Intel graphics
  114. NPOT 3D Textures
  115. RGB or BGR for textures?
  116. Code to start another program as Screensaver?
  117. Unreal3
  118. OpenGL 2.0 performance profiling tools for NVIDIA GPU
  119. Irregular Render Targets - OpenGL suggestion
  120. TEXTURE_BASE_LEVEL cleverness?
  121. OpenGL and Maya
  122. compressed normals
  123. How to do 2D image warp in OpenGL?
  124. depth buffer as float texture
  125. Loading textures from separate channels
  126. GL_DEPTH_CLAMP_NV extension
  127. Curved Relief Mapping with correct silhouettes
  128. Texture alpha between multitexture passes
  129. Dot3 and vertex lights
  130. Vertex Program Skinning
  131. Really strange GL errors
  132. VBO's + shader vertex attributes
  133. How to enable software emulation of NV_texture_shader?
  134. ARB topics?
  135. Lookup-Texture instead of pow causes strange gfx errors
  136. Support of EXT_render_target
  137. When: ARB meeting notes June & September?
  138. opengl -- displaying contours on 3D terrain.
  139. Incorrect Per Pixel Lighting
  140. Error occurs when I try to create new tess object...
  141. Is is the "Motion Blur" effect
  142. WGL_ARB_buffer_region2? - vendors please comment
  143. Render to Texture
  144. 32 bits floatting point blending
  145. Manipulate bitmap file in OpenGL _Help
  146. GLIntercept 0.4 = Shader edit/ free camera + more
  147. wglDeleteContext takes a long time
  148. convert RGBA (32 bit) to YUV 4:2:2 (16 bit)...
  149. average color of float buffer
  150. Drawing order, skyboxes, and translucent objects
  151. Constructive Solid Geometry
  152. ATI_render_texture_rectangle
  153. Is it possible using client side vertex attribute with server side vertex attribute?
  154. copy pixels from visible buffer to pbuffer?
  155. Draw cone
  156. Problem about create a FSAA PBuffer
  157. problems with PFD_SUPPORT_OPENGL & PFD_DOUBLEBUFFER
  158. glColor3f isn't working!!!
  159. Shadow Volumes problem with GL_EXT_stencil_two_side
  160. better method of combining lights
  161. NVIDIA OpenGL Texture Formats (EXT_paletted_texture)
  162. OpenGLv1.1-WindowXP Pro: Tetrahedron can not be rotated by the mouse
  163. Can you try my new engine?
  164. Just a quick Question about HDR
  165. Occlusion Query Speed
  166. Automatic mipmap generation for floating point textures on nv40
  167. Max Texture Blending Stages
  168. Why is there a hole on my sphere?
  169. depth_bounds_test & depth_test
  170. Lighting with waving flag. Lets say.. "double direction normals"
  171. JPEG compression in opengl
  172. nv + linux + pbuffer + glRasterPos = crash, try it!
  173. point light with fragment program
  174. GL_POINT_SMOOTH and fragment program
  175. Problem with blending
  176. viewport for shadow mapping
  177. Problem will fragment program lighting when scalef is used
  178. In need of some multitexturing advice
  179. Blending Windows with OpenGL
  180. NV 6800 vs. NV 6800 Go (mobile) as an OpenGL target platfom
  181. Need help - glyph code not working on some computers
  182. Please, I need information about image morphing.
  183. Please, I need information about image morphing.
  184. 3dlabs+floating point pbuffers
  185. AGP bandwidth
  186. Happy Christmas
  187. Shadow Volumes on MD3 models problem.
  188. Texture Prob. - No more than 2 textures can be used
  189. crash using glUniform3fARB
  190. Problem with lighting in GLSL
  191. Simulation Timer
  192. new shader FX framework proposal
  193. ARB meeting notes from Jun/Sept/Dec
  194. problem about GL_TEXTURE_RECTANGLE_NV
  195. Dot3 Bumpmapping & VBOs?
  196. Been programming for over 20 years
  197. SIMD data structures to OpenGL VBOs
  198. Messed up blending problem
  199. non uniform per-pixel lighting?
  200. Mirroring an image
  201. Free Mouse movement, space-sim like.
  202. Shadow mapping with textures
  203. Saving opengl state
  204. GLSL causing freeze of pc - ATI bug?
  205. Global alpha & display list ?
  206. GLSL and z-buffer
  207. Loading compressed texture data directly
  208. GLSL Z-fighting
  209. wgl_render_texture clarification
  210. PBuffer without wglext.h (Win->Linux)
  211. Anyone obtained results with EXT_pixel_buffer_object?
  212. Dual-paraboloid omnidirectional shadow mapping demo
  213. point sprites and fragment shaders
  214. Instance rendering of DirectX 9.0c with OpenGL API
  215. CPU or GPU vertex program/shader?
  216. Multisampling on NV1X
  217. How to enable SLI operation?
  218. Texture Vs Geometry Alpha Problem
  219. Question regarding NURBS point evaluation
  220. Perfect Alpha Masked Vegetation
  221. Picked Position
  222. Picked Normal?
  223. Matrix and GL_SELECT
  224. a really strange problem with NVidia's driver (probably)
  225. When I render with GL_SELECT, is it adding to the depth buffer?
  226. A problem about projective texture mapping when using unclamped float texture
  227. On video input again...
  228. Depth buffer resolution
  229. Question about superbuffer
  230. Locking frame rate on GeForce FX 5950 Ultra
  231. Rectangle Textures (Once again)
  232. ARB_pbo question
  233. How to query the total amount of video memory?
  234. Confusing language in section 4.1.8. Blending of OpenGL 2.0 spec
  235. Shadow Mapping Approach
  236. glCopyTexSubImage2D and pbuffer
  237. glslang, getting started -- drivers, libraries, and headers oh my...
  238. Problems with lights & shadows in Cg Dot3 Bumpmapping
  239. Geforce cards: Precision issues at triangle edges
  240. 2D/3D testure mapping for volume rendering
  241. Shadow map code for ATI
  242. Creating viewer for .3ds-files
  243. Scissor for both lights AND sectors ?
  244. OpenGL 2.0
  245. Rendering Polynomial surfaces in OpenGL
  246. I lost my degree sign
  247. Texture environment conditions affect the glDrawPixel's behaviour
  248. synchronization issue with ARB_fragment_program?
  249. Fullscreen GL + GetSaveFileName() problem
  250. Nurbs, glu.h - Sampling Tolerance is not working