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  1. rumors: new hardware (shader model 4.0) geometry shaders and bitwise ops
  2. Best way to camouflage precision errors
  3. VBO Trouble
  4. web based gaphics
  5. Environment map: distant vs. local
  6. will glLoadName on Win64/Linux64 ever use GLuint64?
  7. Quaternion Camera
  8. C++ Class problem
  9. Solaris and pixels > 8 bits
  10. Normalization cube maps
  11. subdivision surfaces
  12. Texture Mosaics
  13. latest forceware (81.xx +) and glut problems
  14. .NET OpenGL 3DS Animation Examples?
  15. A New OpenGL book.
  16. texturing a stencil buffered cutaway cap
  17. Starting OpenGL 2.0 development?
  18. Questions regarding FBO
  19. Stereoscopy & Nvidia & example!
  20. Anyone seen this error before?
  21. Question about passing arbitrary data to the graphics card
  22. Enhanced vertex arrays
  23. Context for Renderbuffer off-screen rendering?
  24. Question about checking download speed
  25. Overlapping Windows and glReadPixels()
  26. Anisotropic Decimation
  27. FBO+DEPTH_STENCIL+81.xx = trouble?
  28. 3-d dynamic graphics that change with info from web
  29. Texture lookup into vertex and fragment shader with Cg
  30. CopyTexSubImage stalls the CPU?
  31. volume rendering light problem
  32. Creating Vertex Buffer Objects
  33. problems moving from arb_texture_rectangle to arb_npot
  34. What's wrong with my opengl fbo program
  35. How to save all the states of RC?
  36. FBO with two 2048x2048 texture_2D attached = GL_FRAMEBUFFER_UNSUPPORTED on nvidia
  37. Search the code of getting all OpenGL states
  38. ogl texturing problem
  39. Can gpu render target be some vertex buffer like vbo?
  40. creating terrain
  41. How to read the bump map texture's filename from 3ds file
  42. mipmapping problem
  43. CG_PROGRAM_LOAD_ERROR -> The Program could not load.
  44. Trimmed NURBS bounding box
  45. Question about glClear()
  46. From OpenGl to MPEG-4
  47. Help with terrain viewer
  48. GluBuildMipMaps() creates a border on ATI cards?
  49. NPOT DXT1 textures with borders?
  50. Perlin noise in a fragment shader
  51. Point Sprite example
  52. Beyond 1.3?
  53. NPOT: difference between non_power_of_two_ARB vs texture_rectangle_ARB ?
  54. N-Patch?
  55. How can I use glOrtho and gluPerspective in same frame?
  56. Testing OpenGL applications
  57. implement some OpenGL function
  58. Textures and pixel buffer objects
  59. Environment map: a set of parallel lines
  60. Drawing to JUST the depth buffer
  61. Palette swap on an OpenGL texture
  62. FBO : how to set a 24_8_NV texture in the depth attachment of a fbo (for hardware SM)
  63. Occlusion Query - INVALIDENUM
  64. how to play video in opengl?
  65. max value with fp16 blending? :(
  66. Problem with glReadPixels from GL_BACK on FireGL only?
  67. Multitexture - Texture with alpha plus environment map
  68. Very Large 2D Image Rendering
  69. cross-sections with overlap
  70. VBO arrays and index arrays
  71. a simple task...
  72. Problem with including the glut.h
  73. Reflecting local textures on object
  74. Tri and Quad Outlines Rendering to a Bitmap
  75. Interpolating between vertex normals on a triangle?
  76. Rotate a vector around another vector?
  77. glGetTexImage() and cube maps ?
  78. Getting FBOs and shaders to work together...
  79. Detail textures on a sphere
  80. Transparent window!!!
  81. Why it is so difficult to find GLU 1.3 ?
  82. accelerated argb offscreen rendering on windows
  83. SGI GLU Sample Implementation fixes
  84. In search of more interpolants....
  85. How to use fog correctly in opengl application?
  86. how to draw a sphere?
  87. How do I render the Depth Buffer using FBOs?
  88. Reflections
  89. where do i get gl.h 2.0?
  90. Sharing context across processes (non-Win32).
  91. Accessing normal and float textures from fragment shader...
  92. OpenGL versions & extensions
  93. 3D texturing on 3DLabs Wildcat Realizm800 640MB
  94. concering future direction of gl
  95. Multipipe OpenGL rendering on Windows
  96. border parameter of glTexImage2D only works for RGBA format?
  97. Improving Performace
  98. fp16 blendig, bad values
  99. glDrawElements
  100. ATi and nVidia working together to make OpenGL 3.0
  101. model format
  102. GL Points slow on NV40 with 8XS anti-aliasing enabled
  103. How to smoothly pan a complex 3D object?
  104. GL_TEXTURE_3D in CG v1.4 vertex shader?
  105. Using multiple FBOs at the same time messes the drawing
  106. Shadow Map Projection problem in fragment/vertex program
  107. Lightmap slow
  108. Lightmap slow
  109. Extension Pointer
  110. Clip Map Textures
  111. vertex shader texture image units
  112. GL_BLEND and FBOs
  113. OpenGL technical wiki is available
  114. R2VB and AA with FBOs on ATI cards - when?
  115. 6800, float FBO and supersampling!
  116. using of gluNurbsSurface , terrain
  117. Porting to OpenGL 3.0
  118. FBO and attachements of different sizes
  119. PointOnUnitSphere for Virtual Sphere question
  120. extensions: function pointers
  121. strange slowdown (possible resource exhaustion?)
  122. about the wiki
  123. Statechanges
  124. Determining supported color attachment types for FBOs?
  125. glCompressedTexImage2D and NULL data
  126. Extensions and VB
  127. 32 Bit FBOs
  128. Near Plane to Far Plane Line Question
  129. constant blending with RGBA textures?
  130. gl_FrontFacing Mystery
  131. WGL_NV_SWAP_GROUP
  132. doublebuffer cause flickering prolbem
  133. Questions about non-square compressed mipmap texture in OpenGL
  134. best performance for texture upload?
  135. 16bit grayscale textures
  136. Fast texture creation
  137. RFC by the ARB synchronization working group
  138. Invalid texture names ?
  139. VBO/PBO Perfomance
  140. DOT3 Texture Lighting
  141. *_make_current_read
  142. fbo sharelists crash
  143. Glowing Mesh - How ?
  144. reflections on single sided objects
  145. Texturing Question/Problem GL_CLAMP GL_CLAMP_TO_EDGE
  146. max performance of pci-e gf6600gt?
  147. FBO performance
  148. 16bit depth + FBO
  149. Translating ps 1.1 to NV tex shaders+reg comb
  150. Display Lists with Multiple Textures
  151. NVX_instanced_arrays release date?
  152. Using too-large textures
  153. Using excessive texture
  154. Creating a hole
  155. how to use cg with textures in vertex and fragment shader?
  156. Bizarre VBO performance/deletion issues
  157. Testing if a polygon inside(!) the viewing frustrum really would be drawn
  158. No depthtest with FBO
  159. NVidia Boardstore?
  160. Game Engine using 3DS models
  161. union of two transparent objects
  162. Compressed Vertex Arrays
  163. performance of accessing textures
  164. ATI + FBO + min filter + GenerateMipmapEXT -> artifacts, access violation, crashes
  165. Incandescence and Transparency
  166. strange Display list problem
  167. Fast mipmap generation
  168. FBO best practices?
  169. Sand pixels on ATI
  170. drawing my ui
  171. uniform float multiply 2 exp X Bug Ati Radeon X1900XT / FBO/RenderToTexture
  172. Question about Point Sprite
  173. Real Rain Simulation
  174. Evaluators
  175. Internal texture repeat
  176. Rendering lots of regularly spaced hexagons
  177. GL_EXT_framebuffer_object problem INCOMPLETE_ MISSING_ ATTACHMENT
  178. NURBS
  179. Swapbuffers priority
  180. texture splatting
  181. Perfomance lost after rendering to MRT on ATI
  182. glColor4f vs Materials
  183. rotate around a custom object
  184. Nvidia SLI and off screen rendering
  185. FBO->PBO->VBO
  186. Multi-texturing equation question.
  187. packing rotations per vertex
  188. FBO + Cubemap + Floating Point Textures...
  189. shadow colors
  190. Problem with GL_REPLACE and glAlphaFunc
  191. Complex shadow volumes
  192. Normals and GL_TRIANGLE_STRIP
  193. FTGL and display lists
  194. depth problem
  195. PBuffer slow after deleting and creating
  196. A question about gluLookat and projection matrix
  197. OpenGL wiki
  198. stencil Shadow Volume zpass
  199. Dependent texture reads
  200. GL_BGRA & GL_*_REV
  201. Offt: texture filtering state
  202. Incomplete FBO after glFramebufferTexture2DEXT
  203. gpu endian.
  204. Different size PBO
  205. GL_RGB10 render target
  206. wiki topic: nvidia gffx info
  207. OpenGL & MultiThread & East language input in WinXP
  208. Multiple Render Targets with FBO?
  209. shadow for static mesh and static lights
  210. OGL selection vs strip stitching
  211. Clipping before Culling
  212. R3_G3_B2 textures
  213. Vertex Array Error
  214. Possible NVIDIA FBO bug?
  215. Moving game agents around the map
  216. best method for skybox
  217. VBO and Multitexturing with a Cubemap
  218. Window DCs as OpenGL texture
  219. The PSHader with point sprites
  220. Different MipMap Technic!
  221. Floating point textures and FBO
  222. How to determine the pos of texcoord is odd or even in CG
  223. dealing with multiple stencil buffers
  224. glFramebufferTexture3DEXT rendering
  225. Minimum requirements: extensions support
  226. Off-screen context creation
  227. reading floats from pixel buffer objects
  228. Archiving Data for Program Retrieval?
  229. Not satisfied with stencil shadows
  230. clamping with linear filter on float textures broken?
  231. Carmack's MegaTextures
  232. How does F.E.A.R. combine stencil shadows and lightmaps?
  233. EXT_stencil_clear_tag
  234. Multiple Bump Maps on one surface?
  235. Shadow mapping in less than 3 passes
  236. Is it really that I can't get a correct 3D coordinate from 2D screen?
  237. directional matrixs values
  238. Relief mapping without shaders
  239. Handling textures when generating a shadow
  240. Loading a model from a file
  241. Rendering to FBO, but alpha channel is saturating.
  242. Problem with fragment.position, ATI specific
  243. OpenGL data types
  244. ATI multisample problems
  245. GL_NV_DEPTH_CLAMP fails in some 'game profiles'
  246. 7800 / 7900 GTX driver bug or hardware problem? edit: sample included
  247. reading from a frame buffer from the FS
  248. clamp for projected shadowmaps
  249. About Contexts
  250. Clip issue