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  1. FBO & mipmapped fp16 cube maps
  2. NPOT 3D Textures
  3. Texture units question
  4. Helpppp with GLUT
  5. Helpppp with GLUT, fullscreen and size of windows
  6. HELP: PBO + pbuffer Problem!!
  7. Viewport Space to Light Space
  8. OPTION ARB_position_invariant, bug on nVidia Drivers?
  9. Linear interpolation using "packed" image format
  10. GLUT and framebuffer size
  11. Early Z rejection
  12. Problem with PBOs
  13. a bit of selfpromotion
  14. ATI 5.8: glGenQueriesARB() & glIsQueryARB()
  15. NVIDIA Linux PBO + FBO allows incomplete downloads
  16. Hand tuning NV Fragment Program from Cg
  17. Cube map access in fragment shader
  18. Floats from a shader?
  19. Binding a VBO to a FBO
  20. Transparency Problems
  21. Kick start OpenGL before setting pixel format
  22. On-screen + texture drawbuffers possible?
  23. Check My Engine if you like :) BeK Engine
  24. 16bits per channel texture ?
  25. Origin of "GLvoid"
  26. Antialiasing (multisampling) and float pbuffer and/or render to texture
  27. Avoiding redundant vertex transformations
  28. fp40 profile and Cg Optimization
  29. 2d texture composition
  30. texture mapping result
  31. Hand Model
  32. How to create a solid object out of a quad rendered with an RGBA texture?
  33. Color attachments in FBO
  34. glElementArray performance issue
  35. glAreTexturesResident
  36. OpenGL in MFC
  37. What's wrong with this NV_fragment_program2?
  38. Questions about mapping huge array to GPU
  39. Two pbuffers and NV VAR2 poor performance
  40. Display list corruption when list created in shared library
  41. How to detect GLSL kicked to software.
  42. NV_depth_clamp and Stencil Shadow Volumes
  43. proper use of gldrawrangeelements
  44. What's wrong with this GeForce 6600 GT, please help?
  45. Animating 3D models in C++/C#
  46. Feedback on the FBO specification needed!
  47. Need Texture Mapping Help
  48. Serious bug in Intel ICD
  49. Can you do multiple indexed buffers?
  50. Pbuffer RTT - wasteful?
  51. Repeat non power of two texture
  52. Wood Texture
  53. Valid pixel data for overlapping regions of a window
  54. mirrors and wrong projection (or something)
  55. BAD texture mapping troubles! (with "on-screen" sprite render)
  56. Help!
  57. Shared cubemap texobj issue
  58. best way to determine vertex occlusion?
  59. sanity check
  60. Z-buffer
  61. gDEBugger version 2.0 was released
  62. Particle simulation - number of fragments(pixels) not equal to the window size.
  63. Problems with NV_texture_shader and DOT_PRODUCT_TEXTURE_2D_NV
  64. FBO, stencil buffers, and AA
  65. suppress self shadows
  66. Creating a region
  67. GL_EXTX_packed_depth_stencil
  68. depth bounds
  69. GL_FRAMEBUFFER_UNSUPPORTED
  70. GLSL skinning
  71. Speed of glCopyTexImage2D... Brace yourself :)
  72. NPOT & auto mipmapping
  73. [maybe OT] HDR texture
  74. Uploading texture, one channel at a time
  75. Simple question about custom lighting
  76. Float cubemap
  77. point smoothing slooow!
  78. Displaylist and VBO test failed on NV6800!
  79. Updating to OpenGL 2.0 gives problems
  80. Multiple OpenGL windows and textures
  81. why shut off the light
  82. Support of RGBA16F for vertex texturing under G6800?
  83. convolution
  84. Volume rendering code
  85. EXT_packed_depth_stencil released
  86. Synchronisation, threads and glFlush/glFinish
  87. bug in nvidia shader compiler?
  88. Inconsistency openGL implementations
  89. Help on managing VMem in multi-windows openGL appl
  90. VBO's and texture tiling: possible ?
  91. matrix hell
  92. how to write this in GLSL?
  93. Current FBO implementation: answers to some common questions
  94. Pitfall in "Avoiding 16 Common OpenGL Pitfalls"
  95. FBO on "older" cards?
  96. FBO and wglMakeCurrent... strange slowdown every 10frames
  97. question about glMultiDrawElements...
  98. Nvidia,float texture help
  99. How can make a bump normal map
  100. glReadPixels and glGetTexImage inconsistency
  101. (pre-)crop texture
  102. depth buffer probs
  103. FBO, NV_fragment_program2 help.
  104. Can the framebuffer of Graphic Card be copy to texture buffer of OpenGL directly?
  105. Ati-Nvidia Difference on Normal Mapping
  106. Inconsistency openGL implementations part 2
  107. Cg and fp40
  108. ATI shader bug + rant on ATI dev support
  109. cgf Modelfile Loading
  110. Program for computing texture coordinates.
  111. how to use gluNurbsSurface()
  112. P-buffer and VBOs
  113. Render target consistency problems
  114. luxinia enginetest with sample games
  115. two sided polygons
  116. a way to save opengl default states and restore them
  117. memory optimization
  118. R520 - no FP texture filtering?
  119. Bugs in drivers in actual games
  120. Cube Mapping textures are flipped
  121. how to fetch free video memory ?
  122. Fisheye Projection Matrix
  123. glCopyTexSubImage2D fp16 -> fp32 slow
  124. [offtopic] water simulation software
  125. display lists and evaluators
  126. performance texture?
  127. Any suggestion about improving 2D Convolution
  128. Selective transparency (transmit some wavelengths but not others)
  129. Dust particle system
  130. cubemap problem when not using mipmapping
  131. Texture coordinate calculation
  132. About MultiTexture .
  133. GL_EXT_framebuffer_object support?
  134. pipeline & transform-"upload"
  135. Visualization of Tetrahedron Mesh
  136. Getting depth texture pixels
  137. geometry instancing on ATi
  138. WGL_ARB_pbuffer - is rendering accelerated?
  139. gDEBugger V2.1 Adds State Variables Comparison Viewer
  140. Display corruption on Gf 6200 go
  141. ATI and FBO support
  142. GLX 1.3 support on HP-UX?
  143. Not seeing expected performance with VBOs
  144. Fbo and stencil?
  145. Offset of a bezier-curve
  146. gluPickMatrix problem.. please help me
  147. double PBO ? or simple ?
  148. OpenGL PipeLine
  149. Blending AA + transparency AA - possible on 7800?
  150. how to draw a instrument panel under OpenGL context
  151. Problem with sending data into display function
  152. glRotate( X, 0, 0, 0 ) changes object's size...
  153. compressing normalmaps
  154. Rotation and Translation woes..
  155. MUL+ADD faster than MAD on NV40 ?
  156. NPOT FBO on NVidia
  157. fbo with depth attachment does not work
  158. Stereo viewing with 2 beamers
  159. OpenGL wiki?
  160. virtual shadow cube map with fbo
  161. several video cards and VRAM
  162. Unprojecting
  163. Problem with Depth test
  164. unstable grath
  165. Lighting and Shadows
  166. Custom filtering (max instead of average)
  167. EXT_PACKED_DEPTH_STENCIL FBO problems
  168. is there any chance for true instancing?
  169. glReadPixels depth vs gluProject winz
  170. polygon offset and line smoothing
  171. can't pick out alpha value in frame buffer
  172. Game-Gabrielle(Unpaid)
  173. how to pack a fp32 in two fp16
  174. vsynch on and cpu usage
  175. glCopyTexSubImage2D can' t work?
  176. How can I compare the RGB value in pixel?
  177. GLU: acquiring Nurbs parameters evaluated by the tessellator
  178. Z-Buffer actualised by Alpha value
  179. How to improve z culling with writing only depth first
  180. GL_RGBD
  181. why glCopyPixels of GL_DEPTH is slower than GL_COLOR
  182. Multiple Monitors and EXT_framebuffer_object
  183. High resolution image flipbook animation APIs/toolkits?
  184. Filling a PBO with multiple threads
  185. Alpha Test
  186. texture in display list and texture coords in VBO
  187. fbo: performance penalty under gf5900 ?
  188. Fragment (pixel) shader constant indexing
  189. 3DS animations tutorials
  190. Stencil Shadow Volumes
  191. Histogram and 'auto-levels'
  192. Volume Rendering 2D vs 3D...
  193. Topographic shader and better indexing
  194. N-body problem on the GPU
  195. cache sizes in graphics hardware
  196. shadow map problem
  197. Automatic texture coordinates
  198. GPU on CPU
  199. Mesh Formats
  200. SGI
  201. A strange problem about texture by int data type
  202. Sharing Textures between Displays
  203. FBO and alpha channel
  204. index buffer swapping (vbos)
  205. NV3X and FBO floating point texture
  206. Only getting 8-bits of precision with depth tex
  207. gl*Pointer's with glinterleavedarray?
  208. Alpha-fading a 32-bit texture
  209. ATI Radeon vs OpenGL
  210. CG texturing problem
  211. Planet Glows in Hegemonia
  212. Problem with HDR textures.
  213. Why VERTEX_BLEND_ARB is not supported in NV Geforce 6200
  214. RGBE vs float HDR
  215. Quake4 Relief Mapping
  216. render to buffer object
  217. Sorting out duplicate vertices [THE ACTUAL POST]
  218. decoding DDS float format (a bit OT...)
  219. Wtf is wrong with my accumulation buffer
  220. GL_EXT_stencil_two_side & GL_ATI_seperate_stencil
  221. FBO and 24bit depth buffer support on ATI?
  222. Cost of switching render contexts
  223. crash after loading a lot of texture
  224. Drawing outside depth buffer
  225. cone in tube
  226. NVIDIA 81.85 and gl_FragData
  227. shadow maps covering lit geometry
  228. cone in tube
  229. "vertex" shadow volumes..?
  230. Has anyone a detailed tutorial(example, article) on Matrix Palette Skinning
  231. Help needed getting picking to work
  232. rate these
  233. Edge-on polys and Texture Stacks
  234. Texture Splatting
  235. which texture filter can get the best grayscale image magnify effect
  236. Cg and updating a state matrix parameter
  237. Dynamic AND compressed textures
  238. Extension library comparisions
  239. GL_T2F_C4UB_V3F performance
  240. depth buffer precision
  241. aliasing effects in gpu-based raycaster
  242. I'm sure it's already somewhere...
  243. 8 pass relief mapping?
  244. GL texture matricies not tracked by GLSL, nvidia 6800?
  245. Is there a list of nvidia GL fixes/updates for drivers (like release notes)?
  246. ARB meeting notes.
  247. blended textures fade-in?
  248. pbuffer pixel formats
  249. GLSL textureRect / samplerRect on ATI
  250. movie player control