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  1. The opengl XML database
  2. Using Pixel Buffer Objects with glReadPixels
  3. FBO multisampling & z-buffering.
  4. GL_INCR and GL_DECR of stencil buffer?
  5. How can I load model in OpenGL
  6. I don't get ARB_PBO right.
  7. strange behaviour on second monitor, 6800go 81.84 winXP/SP2
  8. Urgent: problem in picking
  9. Texture mapping NURBS
  10. Nvidia drivers: how to use block transfer?
  11. Draw PCB circuit
  12. Show drawing partically...
  13. Create objects and keep them based on the data from outside?
  14. Dynamic cubemap through PBuffers - garbage output on all but one face above 16x16!
  15. ATI and arb_fragment_program_shadow
  16. fastest method of writing depth
  17. It will block in OpenGL function when using mutlithread on Windows
  18. checking the bounding box with my transformations...
  19. How is culling done
  20. cg binding doesn't work for me
  21. GL_LIGHTx
  22. How to both ADD and SUBTRACT with one operation
  23. Cube map texture coordinates
  24. Multi-GPU separate work problem
  25. Texture with Tesselated Object
  26. how to change mouse position ,please help
  27. Question about "PBO"
  28. Question about "PBO"
  29. Level Design
  30. nVidia's gpu_videoeffects sample
  31. "asynchronous readback" that call "glReadPixels()" with PBO
  32. display / anaglyphic problem
  33. w Vertex coordinate and depth range
  34. [Maybe OT] From BYTE to JPG
  35. gDEBugger V2.2 Adds Shaders “Edit and Continue” ability
  36. Indexing per vertex attribute
  37. 3d formula for solid tube / pipe
  38. OpenGL Standard Lighting Question
  39. Textures
  40. Polygon Rasterization / Triangulation
  41. enumerating supersampling and multisampling modes
  42. FBO woes (DEPTH_STENCIL_EXT)
  43. Using the Mouse?
  44. GLIntercept 0.5 is out.
  45. gDEBugger problems
  46. Texture mapping with RGBA
  47. CPU & GPU Multithread
  48. frambuffer_object combined with vertex texture fetch
  49. Binding integer vertex attributes. Question.
  50. Standardisation across different GFX cards
  51. Weird NPOT behaviour
  52. Indexed geometry & vertex shader
  53. Any Help Plz!!!
  54. do i have a performance problem ?
  55. 16 bits float + MSAA on x1800
  56. Per Face Uniform Attributes
  57. How to draw a surface with color SMOOTH?
  58. glTexImage2D vs glReadPixels - why so slow?
  59. glsl + GL_TEXTURE_RECTANGLE on ATI 9700 / (win32)
  60. help parsing TrueSpace scn text file
  61. Texture mapping for NURBS
  62. Three Terrain Questions
  63. Bricks & Volume rendering...
  64. Front to Back vs Back to Front Compositing
  65. Problem writing gl_FragDepth when using FBObjects and Floating Point Texture
  66. Performance Trouble FBO
  67. glViewport use/misuse question
  68. raytracing
  69. Front-to-back blending not working
  70. Texture splatting Question: packed Alphamaps
  71. Texture Splatting: Fixed pipeline VS Pixel Shaders
  72. Capabilities issue
  73. Degraded occlusion query performance with nVidia 81.95?
  74. Framebufferobject, DepthTest and Floating Point
  75. Multitexture COMBINE INTERPOLATE help please...
  76. ARB meeting notes
  77. fragment combiner program
  78. Fast way to specify alpha value on RGB to RGBA conversion?
  79. OpenGL on The Web
  80. cost of texture management
  81. Cubemap and GL_BGRA
  82. Quickest scene background redraw
  83. FBO and MRT problem
  84. Picking on a Height Map
  85. Nvidia glReadPixels() driver bug ?
  86. GL_ARB_texture_env_combine
  87. Combiners and 2 texture units
  88. Status of stencil FBO?
  89. ARB_texture_float + 2.0
  90. texture memory problems
  91. Outline of an object.
  92. glCopyPixels() & glCopyTexSubImage2D(() difference ?
  93. New extensions (framebuffer multisample)
  94. Problem with glCompressTexSubImage2D
  95. ATI render to vertex buffer
  96. glCopyTexImage2D + GL_TEXTURE_RECTANGLE on Ati board bug
  97. VBO Performance
  98. Texture borders on GL_RGBA32F textures (ATI bug most likely)
  99. Issues with depthmaps
  100. User Clip planes on Nvidia
  101. openGL heart
  102. extensions, multiple contexts and GLEW
  103. FBO drawing slower than PBuffers? (6800GT)
  104. unicode characters display
  105. how to find bottleneck in volume rendering
  106. how does texture cache work?
  107. How to render to texture with antialias?
  108. FBO Problems when rendering depthbuffer, visually
  109. GLSL NVIDIA bugs,
  110. problem in texture mapping on multispectral image
  111. Specular Lighting with Pre-transformed Data
  112. glTexImage3D uses double the video memory
  113. index buffers and geometry caching
  114. fastest way to transfer texture data from GPU to RAM and back
  115. problem with creating single component float texture
  116. Perspective Correct Texturing with an Ortho projection
  117. fbo shared across GL contexts
  118. 1/4 pixel shift after fragment shaders
  119. Crazy VBOs
  120. glFramebufferTexture3DEXT and floating point 3D textures?
  121. FBO and single channel float texture with HW blending
  122. OpenGL Lighting Model Basic Question
  123. Non Power of 2 texture maps
  124. Crash on compressed texture partial upload
  125. Rendering to depth buffer with FBO
  126. FBO + MRT = SOFT?
  127. Inverted colors on startup
  128. Multiple PBuffers
  129. Problem of drawing line
  130. Extension Entry Points per Context?
  131. 3d textures and memory....
  132. ARB_Multitexture Extension affecting consequent drawing
  133. Problems with glDrawPixels()
  134. FBO: dump contents of a GL_RENDERBUFFER_EXT to the back buffer
  135. PBO support on ATI?
  136. Tangent Space Vector for my Terrain mesh
  137. Solid color not so solid on nVidia??
  138. Strauss Lighting
  139. Create texture w/o copying pixel data to it?
  140. Masking depth buffer
  141. Multitexturing->Mix two textures
  142. Name and depth picking in FBO ?
  143. texture's GL_REPEAT performance
  144. Textures don't work on some graphic cards
  145. float16 Rectangular RTT on ATI
  146. skies and env
  147. Proper use of FBO attachments
  148. Texture indexing in Cg
  149. GL_RGBA32F_ARB
  150. Colormaterial alpha problems with 7800
  151. SLI Optimization
  152. 3D Data Rendering Strategies
  153. Burning Performance in DrvCopyContext?
  154. mipmapping using glCopyTexImage2D
  155. What kind of soft shadows are used in 3DM06
  156. Problem about Vertex Buffer Object.
  157. OBJ Format
  158. funky problem with NPOT 3D texture
  159. FBO and depth renderbuffer object
  160. OT: Advertisment on main page
  161. [cg/hlsl] depth texture different depths in comparison
  162. extensions
  163. ARB Meeting Notes, What Had Happened?
  164. NURBS
  165. shadow mapping and fov
  166. display list + 3d model
  167. how to tell if MapBuffer returns direct memory and dynamic VBO performance
  168. lasso selection
  169. Where to get subd.lib for NVIDIA?
  170. GLSL vertex shader uniform sharing
  171. Stop the madness
  172. float RBG unsupported as FBO attachment?
  173. How much graphics memory is allocated by glTexImage2D/3D
  174. implementing simple fog in a fragment program
  175. FBO and GL_RGBA_FLOAT_MODE_ARB
  176. max 3D texture size on ATI X1800 512MB card
  177. Sharing rendering context between threads?
  178. checkout my attempt to maximize geometry throughput
  179. How to zoom to a point
  180. Share texture array among multiple texture object
  181. Windows and Linux- NVIDIA issue?: vsync not fully syncing with multiple windows
  182. GLSL - shader compilation fails "unexpected $end at token ..."
  183. X1800 Floating Point Blending (and other features)
  184. Relief mapping and Parallax mapping
  185. How to get texture coordinates from screen coordinates
  186. point size limit?
  187. default vertex lighting performance
  188. FBO, sharing render buffers
  189. building projection matrix from viewWidth, viewHeight, nearClip and farClip
  190. Rendering DEM
  191. OpenGL and web services (need help)
  192. [ANN] Amanith 0.3 is out, with a new OpenGL compositing engine (SVG 1.2-compliant).
  193. DX and OpenGL Components
  194. NPOT Texture Downsampling
  195. Intermediate mode madness
  196. Clear OpenGL command queue
  197. rubber-band and GL_XOR
  198. FBO and multisampling
  199. glBlendEquationSeparate Questions.
  200. Projection matrix for picking.
  201. Please Help: Objects Rendering in Reverse Depth Order
  202. texture alpha from GIF transparency
  203. Blacked out texture
  204. P-buffer pixelformat 128bpp (Doesn't work on Nvidia)
  205. "Integer division by zero" in atioglxx.dll on glClear ?
  206. OGL state DLL-module dependant?
  207. Spherical Mapping math HELP!
  208. gluProject() problem
  209. cutting holes
  210. DOT3 diffuse map integration
  211. State sorting performance questions.
  212. gDEBugger V2.3 Adds OpenGL Function Calls Statistics Information
  213. Render to 2-component NPOT texture?
  214. FBO: Render to texture that is currently bound
  215. float texture: 16 vs. 32 bits
  216. bump mapping
  217. scaling point sprites
  218. Last version on Windows
  219. Environment cubemapping (again)
  220. OFF-TOPIC: Apple Multi-Touch Interaction Video
  221. PBuffer with floating point textures on nvidia
  222. GL_ARB_transpose_matrix
  223. glVertexPointer / glTexCoordPointer indexing issue
  224. Skybox with seams
  225. PBO and ATI
  226. Fast mouse handling tips?
  227. Lighting without Shaders
  228. Features on horizon...
  229. Getting rid of SDL
  230. FBO Readback problem
  231. FBO code
  232. some questions about a volume rendering project:
  233. Chaining vertex programs
  234. Problems with Quadrics
  235. Widget
  236. Which texture format faster???
  237. Ocean shine - how to implement without extensions?
  238. volume rendering light problem
  239. a Z-buffer problem
  240. Commercial Font Library
  241. SwapBuffers taking 96% of my rendering time
  242. How widely is EXT_texture_compression_s3tc supported?
  243. NV_vertex_program3 and textures
  244. Computing Shear Value From Degrees For Matrix
  245. A OpenGL for .NET 2.0 header(alpha)
  246. So slow
  247. glTexGen & performance
  248. Dynamic "decal" lights on brushes
  249. Rendering to more then one destination camera into texture
  250. textures and threads