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. Origin of Texture Image Data
  2. arb vertex program not working
  3. FBO spec posted
  4. Problem with alpha writes within Fragment Shader
  5. opengl2.0 curiosities -- thread not for the short tempered --
  6. How to detect if AA points are accelerated by hardware?
  7. Optimization advice
  8. OpenAL problem
  9. GenerateMipmapEXT() in FBO spec..
  10. PCF, need some info
  11. gpgpu image processing
  12. triangle strip cache size
  13. Rendering image wihtout using DIB in openGL
  14. Wanted: aux buffer stories
  15. problem with normals computation
  16. Perfect Sky/Cloud Plane
  17. ANNOUNCE worlds first unified shadow game
  18. multiple pbuffers and early depth culling
  19. C++ Builder and disappearing OpenGL rendering
  20. GLSL Card Profile Program Validator
  21. multiple rendering contexts, multi-texture states?
  22. Texture access in GLSL
  23. Get the square position in 3D chess board
  24. OpenGL sprites
  25. Lightmaps and shadows
  26. TEXTURE_3D Help
  27. glBindAttribLocationARB questions
  28. Rotating arbitrary blobs
  29. sampleRect - nVidia hardware
  30. can anyone explain why display List renders much faster?
  31. Halved performance and problems with DualView on nVidia
  32. Use glreadpixels to query data
  33. Cg Shader : Curious problem
  34. constructive solid geometry
  35. Lighted texture
  36. ATi: apply 2 or more depth textures simultaneously?
  37. gDEBugger new version is out. We would like your feedback
  38. TEXTURE_3D and Performance
  39. Triangle strip VS list, and other
  40. glow occlusion
  41. Random Graphics Thoughts
  42. Any reason to still use power of 2 textures?
  43. Bad Idea for stencil buffer shadow maps.
  44. Just finished new game "Big Fish" but have some questions
  45. Point Sprites and glslang crash my system
  46. Clip Region slows down on GeForce cards
  47. Problem with wglUseFontOutlines: state changes
  48. A problem with rendering to a texture
  49. multi-vendor fragment shader implementation
  50. Video signal deformation
  51. Lower VAR/VBO performance with newer NVidia drivers
  52. Future of ARB_fragment_program ?
  53. gluUnProject
  54. Problems with glMultiDrawElementsEXT and Vertex Buffer Objects
  55. So tell me, why should I use PBOs?
  56. How to detect "vector primitives intersection"?
  57. Quack3 BSP and MD3 character
  58. fragment depth in fragment shader.
  59. 3D Texture error on ATI
  60. glFinish Slow
  61. Weird fixed function text rendering and glsl fragment shader problem.
  62. Texture from pixel buffer has no color, see screenshot.
  63. quality / standard conformance of GL implementations
  64. Pixel Buffer Objects
  65. nvidia's pbo test tool
  66. drawing on textures
  67. Improve particle engine
  68. problem with glm.c (nate robins wavefront)
  69. GL_LINE_STIPPLE causes inaccuracy
  70. l3ds
  71. 32 bit integer single channel color buffer & FBO
  72. Multiple hardware accelerated monitors on SLI
  73. Pixel-perfect drawing
  74. Clamping texture coordinates
  75. glUniform [ i ] fvARB problem
  76. Tangent Space Generation on GPU
  77. Creating OpenGL commands at runtime
  78. Composed shadowmaps
  79. Integrating a VNC display
  80. fragment programs and tex units question.
  81. glMapBuffer() returns NULL
  82. Cubemapping, what am i doing wrong?
  83. best place to pause cpu
  84. texture look-up using ATI_fragment_shader
  85. texture-lookup using ARB_fragment_program on ATI FireGL card
  86. Possible to display sharp scalable text with FreeType?
  87. Transparency for cut-outs without ordering?
  88. occlusion query not 'almost free'
  89. ATI and FBuffer: false publicity ?
  90. MRT performance problems
  91. Moving the mouse pointer
  92. Drawing a 3D arc
  93. Lighting and multitexture
  94. Problems rendering to FP texture
  95. flipping textures
  96. Pseudo volumetric smoke particles
  97. Changing text colour half-way through?
  98. linear min/mag filtering with 16fp nv_float_buffer
  99. Fastest method of CPU to GPU vertex data transfer
  100. Histogram
  101. invalid texture problem
  102. slow texture upload
  103. Dithering textures
  104. wglMakeCurrent failure
  105. tri strips/fans hardware side: reset, degenerates, and anything else
  106. Half Like 2 like water
  107. Particle System API
  108. OpenGL and ICC profiles
  109. Detecting the mouse on rotated geometry
  110. floating point blending woes
  111. better volumetric lighting
  112. Animation of Textures
  113. 2D cross section of a triangle mesh (problems on ATI cards)
  114. do I need to render on a second thread?
  115. Quake3 Overbright & Lightmap
  116. NVIDIA Forceware 75.90 => OpenGL 2.0.0 & fbo
  117. about per-pixel lighting
  118. ATi: fragment programs expose wrong light position?
  119. "Flickerless" Buffer Swap
  120. Flaw in OpenGL line rasterization
  121. Strange fp pbuffer copy performance drop
  122. FOAM
  123. Surface display screwed up during zooming
  124. CG and GLUT
  125. Cube map reflection behavior
  126. colouring triangles
  127. opinion needed, Collision detection and response
  128. pixel values b4 framebuffer
  129. about draw 2d line
  130. Shared lists bug on NVIDIA?
  131. GLX context sharing ?
  132. unique ROAM VBO issues and a clincher
  133. Color ID picking and antialiasing problem
  134. What is happening?
  135. Problems subloading GL_LUMINANCE_FLOAT32_ATI textures
  136. polygonOffset and depthMask
  137. [OT] NVIDIA Forceware 71.84 + VBO MapBuffer + GLSL = Access Violation?
  138. [Streaming] Video on a texture - ?
  139. for loops
  140. flickering trees
  141. querying AGP memory
  142. Billboards and depth buffer
  143. GLX Pbuffer and glCopyTexImage2D troubles.
  144. using 3D models in OpenGL
  145. glMapBufferARB problem with ATI card
  146. Suse doesn't Compile for OpenGL!
  147. Fastest and Easiest Render-to-Texture method?
  148. Something missing in glspec20
  149. glViewport
  150. Cube maps for shadows on NV40
  151. Problem with stereo and fullscreen
  152. new drivers: early z-test and texture borders
  153. help me ,please!
  154. Shadows + Transparency?
  155. context sharing
  156. 128 bit color
  157. ATI's normal map compression
  158. heat wave effect
  159. Catalysts 5.3 released.
  160. Generate .Avi File with Memory HDC (random pixels)
  161. render to alpha texture sux with NVIDIA cards !?
  162. OGL2.0 donnot support RECTANGLE texture?
  163. Composing rotations
  164. Peak performance
  165. gl caps?
  166. diplaylists: glVertexPointer and such
  167. Uniform Structs in Cg
  168. issues with shadow projection with stencil
  169. Unreal Engine 3.0 at GDC 2005
  170. Realistic Reflective Mapping
  171. cloud shader
  172. alpha clipping
  173. using a texture with GL_R3_G3_B2
  174. UNSIGNED_INT_10_10_10_2 packing
  175. EXT_pixel_buffer_object and render to vertex array
  176. NVIDIA's registered developers
  177. specular lighting problems
  178. WGL_NV_rtr + WGL_ATI_pff
  179. How could I render 3D-hair with OpenGL?
  180. why secondarycolor is restricted to 3 components and not 3 or 4
  181. Programming in Quadro?
  182. glTexSubImage2D not working right
  183. Texture problem
  184. Render to volume textures
  185. Blur offscreen buffer (Soft Shadows)
  186. Standard Pipeline GLSL
  187. how to draw 2d lins fast?
  188. ARB_fragment_shader VS. ARB_fragment_program
  189. ATI 9600 and Resident textures
  190. Visualization Problem in Opengl
  191. 'W buffering" with opengl, how to?
  192. alpha blending for floating buffer
  193. How to display two value bitmap efficiently?
  194. FBO and multipass
  195. Fog with pixel shader (arb_fragment_program)?
  196. How could I let a NURBS curve go through all its' cotrol points?
  197. Enable conformant OpenGL texture clamp behaviour
  198. about GLdouble
  199. Using display lists and need help creating VBOs instead.
  200. Render to current (!) Texture on Nvidia
  201. Pointsprites using glDrawElements
  202. scene darkens when interpolating 3 textures
  203. about glReadPixels
  204. Fast depth-of-field in OpenGL - How to do it?
  205. Model Loader in C
  206. ARB_fp questions
  207. glTexImage3DEXT Error !!
  208. AGC in HDR Rendering
  209. Rendering to a texture
  210. meaning of z component of projection matrix
  211. opengl texture sampling
  212. standard graphics lerp
  213. occlusion query IDs
  214. Help in multitexturing
  215. S3TC Compression on Linux
  216. ARB_fragment_program(from beginners forum)
  217. Masking Problem, any one could help, Urgent!!!
  218. 2D & 3D Texture Coordinate System
  219. Drawing "masked" character also with transparency- WHY?
  220. Masking and semi-transparency together
  221. S3's horrible opengl drivers
  222. what is the fastest way to draw text?
  223. Stencil Buffer Shadow Overlapping
  224. FYI: Readback performance, lots of it
  225. Color buffer changes even after disable writing
  226. Glows
  227. Silhouette edges
  228. Shadow Mapping FPS Woes - Pos. ATI Driver issue
  229. Looking for help with glDrawArrays
  230. Stencil Buffer : glStencilOp problem ?
  231. Selection Mode is slooooow!
  232. Selection Mode is slooooow!
  233. Separate Stencil on NVidia
  234. Help needed with VAR
  235. A problem of Frustom
  236. did arb_uber_buffers ever materialize?
  237. Front to Back Alpha Blending
  238. Quaternion and vectors
  239. Gtk and OpenGL
  240. Trouble with NURBS...
  241. stencil.c : eerie behavior ?
  242. Api to get the screen width and height in mm
  243. Optimizing glows...
  244. I want better cubemap egdes
  245. Shadow Mapping Projection Question
  246. Rendering correctly according to time
  247. FBO and texture eviction
  248. Fragment+Vertex Program, ATI
  249. problem in using glTexSubImage with borders?
  250. Questions about VBO