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  1. MapBuffer and multiple threads
  2. Extensions: Comercial Use
  3. Bump mapping methods?
  4. How to detect frozen frame in the dynamic texture?
  5. Displacement Maps and Lighting
  6. Dot3 vertex colors
  7. Half-Life 2 dynamic shadows
  8. Specular and cube map
  9. floating point pbuffer problem, ATI specific
  10. Optimization Confusion
  11. Vista driver now available
  12. ARB_shadow_ambient
  13. update from VC6.0 to vs2003 or vs2005?
  14. Lighting problem
  15. WGL_NV_gpu_affinity
  16. Tessellating the union of 2d contours: extra info
  17. EXT_timer_query spec posted
  18. Having to redraw after FrameBuffer
  19. How to read back depth buffer values?
  20. array elements buffer
  21. Align texture with eye
  22. EXT_packed_depth_stencil on nVidia
  23. Reasons for wglMakeCurrent to crash the program
  24. is possible to use vertex shader on GL_SELECT mode?
  25. Instability: large textures?
  26. Clearing and masking color attachments using FBOs and DBs
  27. Render to L16F & LA16F texture using FBO on ATI
  28. VBO performance issue for dynamic geometry
  29. Gpu raycasting
  30. Using Depth as Texture
  31. Cubemap offset blur
  32. Projection Matrix: Mapping the Z
  33. Surprise, The Frame Speed is varied all the time!
  34. Is it possible to change line width somehow besides glLineWidth()?
  35. Video memory allocation order
  36. Packing half floats
  37. FBO and depth buffer
  38. VBO + Occlusion Query = Slow
  39. Optimal display of large 32 Byte float texture
  40. change color buffer values
  41. Translations within one batch
  42. Weird VBO speed boost?
  43. Simulating CLAMP_TO_BORDER with 1.2
  44. FBO render-to-texture without depth test.. why?
  45. No OpenGL in Vista?
  46. Shadow Maps and FBOs!
  47. Rendering problem
  48. realtime mouse picking
  49. Rendering Problem
  50. Rendering to back buffer and FBO
  51. framebuffer object - height reversed
  52. OpenGL and Qt by Trolltech
  53. World Coordinates -> Depth Buffer Coordinates
  54. One Pass Rendering Pipeline!
  55. About hardware acceleration
  56. Lines Visibility Problem
  57. Multi-textures and vertex arrays
  58. Memory allocation order
  59. FBO w/ nVidia cards
  60. Multiple contexts and shared memory...
  61. 7 component color
  62. PDF format
  63. Headlight and Torchlight Simulation
  64. Is it true that both Opengl and Opengl-based applications use STL?
  65. Octree or quadtree tutorials in web?
  66. Water refraction and heat shimmer
  67. Image order volume rendering
  68. Errors with header files in OpenGL using Visual C++
  69. Drawing a gradient fill in 2D vector based objects
  70. Oblique near-plane clipping
  71. FBO and your personal experiences
  72. static branching with cG ?
  73. how to create a cube map from digital photos
  74. signaling glutmainloop from a separate thread
  75. switching fbo rendering: fastest way ?
  76. Need advice about VBOs. See details please.
  77. glRect() issue
  78. Disable "FSAA" temporarily
  79. Boat reflections and wakes
  80. Test my physics simulator
  81. PBO->VBO problem in GL_SELECT mode
  82. Blooming effect
  83. FBO's + post-processing + multiple renderings
  84. Rendering semi transparent
  85. Heap Corruption occurring in gluTessVertex - Please help
  86. GLSL uniform sampler question
  87. .x-files
  88. OpenGL display in a dialog bar
  89. ATI & float framebuffer problems
  90. Adding two GL_DSDT_NV textures
  91. gluTessCallback compile error on OSX
  92. Z-Sorting
  93. Best way to draw infinite size grid?
  94. How to migrate a system from windows to unix?
  95. Xor mode in double buffering
  96. Shadow Maps
  97. Texture Lightcones and Blending
  98. Mesa supports GLSL
  99. early depth rendering?
  100. surport Z buffer,render some object and then read the z_buffer
  101. Motion blur using accumulation buffer
  102. Out of memory problem...
  103. Overviewing a set of points
  104. OpenVG
  105. ATI OpenGL Driver Support
  106. Human form rendering
  107. Decrease Number of Temp Registers in Cg
  108. polygon rasterization + simple antialiasing
  109. Vertex Textures
  110. Hardware overlay problem.
  111. glBlendColor(..) working incorrectly
  112. FBO with depth buffer
  113. Performance of glTexSubImage3D
  114. Problem about glReadPixels()
  115. shadow mapping with multitexturing (for experts I suppose)
  116. MD5 skinning on the GPU writeup!
  117. Performance at first
  118. Problems with Cg
  119. FBO and multitexture combiners
  120. glLightModel vs GL_VERTEX_PROGRAM_TWO_SIDE
  121. glScale/depth test
  122. Camera inside shadow volume
  123. Using Vertex Arrays
  124. rendering depth to a texture
  125. ClientState & MultiTexture & Shading Language
  126. FBO mipmap generation
  127. glPolygonOffset units
  128. Simple Question : What's the sequence of init GL,GLSL,and glut ?
  129. Display list problem
  130. new to fbo's, two questions
  131. Commentary on the ARB/OpenGL Newsletter
  132. Setting to make lighting dismiss normals?
  133. Texture combiner within an FBO (solved)
  134. how to scale am matrix non-uniformly/with negative values?
  135. opengl futur ??
  136. CPU needs of a GPU computation...
  137. fastest method for luminance texture
  138. PixelTransfer order of transforms?
  139. Calculating Depth value in Fragment Shaders.
  140. glTexSubImage Pixel Transfer Options
  141. Vertex array trouble
  142. Correct hdr downsampling with fragment shader and texturefilter
  143. Rendering 3D Games as grayscale based on depth map
  144. Question about display lists
  145. Slightly "short" texture coords
  146. Intel shading issue
  147. Certain ATI chips and GLSL
  148. multi-texture & reflection amount
  149. RGB10_A2 = RGBA8 on ATI FBO?
  150. Flatshading with glClampColorARB() (GL_ARB_color_buffer_float)
  151. OpenGL 2.1 and GLSL 1.2
  152. OpenGL Siggraph BOF
  153. questions regarding occlusion queries
  154. Problems with VTF
  155. printing
  156. Strange fog problem.
  157. ATI and OpenGL 2.1
  158. Separate colour planes?
  159. Projected shadows z-fighting on ATI cards only
  160. metafile printing
  161. transfer float data to texture in ATI cards
  162. Nth ATI driver bug
  163. Composing static with realtime rendering
  164. texture buffer manipulation?
  165. FBO render to cubemap broken on catalyst 6.7?
  166. About small-size VBOs
  167. Ann : OpenGLCPA
  168. transparency when using multiple passes?
  169. texture mipmap questions
  170. Floating point FBO with VTF
  171. My normal maps look like hell
  172. Texture caching with opengl?
  173. Some sort of blending?
  174. User clip planes...
  175. Shadow volumes
  176. I want normal maps, but I also want material colors
  177. Textures to Postscript
  178. Question on GL_DEPTH_CLAMP_NV and ATI support or similar extension
  179. Occlusion quereis and depth test using shaders
  180. 16 bit float texture
  181. some (advanced) shadow volumes questions
  182. setup for fbo with depth/stencil renderbuffer
  183. LOD libraries?
  184. Trailing problem
  185. Are low level shaders better?
  186. glPixelMap and color index mapping
  187. Multisample Details
  188. TXB Fragment Instruction
  189. A question about the projection matrix
  190. top level mipmap with FBO and GENERATE_MIPMAP
  191. VBO Performance
  192. SIGGRAPH 2006 presentation available
  193. EXT_framebuffer_object supports single component?
  194. Texture Synchronization Problems
  195. about GL_BITMAP
  196. Huge Textures!
  197. Terrain
  198. how to transform the output of a fragment program to main memory
  199. Anyone who has decomposited the MODELVIEW matrix? how?
  200. GLSL cubemap reflection
  201. FF vs. shader texture update problem
  202. MRT + PBuffer
  203. Quads vs glEdgeFlag
  204. PBO performance
  205. Open Source American Football Game - Looking for volunteers
  206. Occlusion query
  207. Augmented Reality outline. OpenGL's part. Is it correct?
  208. FBO and GLSL
  209. Capping "clipped" objects
  210. FastVox - state of the art?
  211. Offset into all bound VBO's with a function call?
  212. 3D Texture Compression (not 2D)
  213. shadowmaps and selfshadowing
  214. Problems winh textures in delphi
  215. Problem about PBuffer
  216. scissor region from bounding sphere
  217. Incorrect clipping planes on onboard card
  218. Cubemap shadows trouble
  219. Projective coordinates in a vertex shader
  220. Multisampling and point_parameters extension
  221. openGL with multiple graphics card
  222. Curious readback performance
  223. FP16 + antialiasing
  224. Problem with projective textures
  225. Palette matrix example code
  226. GL_SEPARATE_SPECULAR_COLOR not working on Bitmap context.
  227. dynamic windowing (contrast/brightness/gamma) in16bit luminance 3d texture
  228. Shadow Mapping
  229. volume rendering - working out tangent space
  230. z-sorting
  231. porting OpenGL on ARM architecture
  232. Problems with glGetTexImage() & 3D textures on ATI Catalyst.
  233. how it is implemented?
  234. Reflections rendering problems. Help is needed.
  235. floating-point depth cube maps
  236. occlusion query number of pixels
  237. PBO perf problem
  238. Returning from the Window Coordinates to Object Coordinates
  239. NPOT Performance drop
  240. About the VIEWPORT matrix, how does it works?
  241. register_combiners
  242. texture compression
  243. Fast reading/writing of compressed textures
  244. enable hardware accelerated antialiasing
  245. debug/release difference in glReadPixels
  246. Vertex Attribute unsigned vs signed speed difference
  247. glDrawRangeElements & GL_MAX_ELEMENTS_VERTICES / INDICES
  248. PixelZoom problem
  249. Render To FBO, Readback Texture via PBO?
  250. height map