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  1. Capturing OpenGL Output to Movie
  2. How to avoid saturation with multi-pass lighting?
  3. Stopping driver from buffering frames
  4. glPopAttrib() throws GL_INVALID_OPERATION ?!
  5. PBO questions
  6. Transparency issues, polygon sorting, headaches...
  7. GL_SAMPLE_ALPHA_TO_COVERAGE?
  8. Texture Atlas Problem
  9. Early depth and float depth texture
  10. Latest NV exts. only on 8xxx and 9xxx ??
  11. dual rgba8 still faster than one rgba_16f on G80?
  12. PBO performances & compressed textures
  13. VBO Bug? ColorArray is bound, mapped, but disabled
  14. Avoid GL_DYNAMIC_READ
  15. Bug drawing to depth-only framebuffer
  16. How to do multitexturing and tessellation together
  17. glcopytex2d alpha problem
  18. absolutely weird blending problem
  19. glCompressedTexImage2D with PBO
  20. VBO corruption
  21. wglShareLists() and Multiple Render Windows
  22. Geoemtry Instancing
  23. gluEndSurface(GL3_CONE_OF_SILENCE_ARB)
  24. Cubemap to Fisheye
  25. how to draw triangle mesh?
  26. No GL3 and no newsletter yet...
  27. Asyncronous locking
  28. Jerking display
  29. How to use vsync???
  30. Sliding image problem
  31. Artifacts during zooming (glOrtho)
  32. PCIe data transfers (Textures/PBO/anything else)
  33. glDrawPixels+Shaders = slow?
  34. render to vertex buffer
  35. Optimization question
  36. FPS seems locked on Nvidia
  37. Segfault in GL lib
  38. glGet Alternative?
  39. Transparency and shaders
  40. Window Pixels to 3D World Coords Transformation
  41. Trying to put 16bit Data in 1 channel
  42. Deferred shading
  43. FBO + multisampling = AMD ATI Catalyst 8.5
  44. NVIDIA G-Sync
  45. multithreaded texture loading
  46. NPOT Texture streaming
  47. Counting seconds and moving
  48. VBO's much slower than VA's ??
  49. SLI OpenGL programming
  50. OpenGL ES Per Pixel Lighting
  51. Loading PNG images quickly
  52. multithreaded shader compilation
  53. Problem:Light volume projection & Deferred Shading
  54. Cubemap depth FBOs?
  55. 100.000 polys w/lighting @ 30 fps - how?
  56. wglBindTexImageARB causes page fault
  57. rendering artefact
  58. DXTC image uploading issues
  59. how to set projection matrix to match Maya view?
  60. CSG for tesselated objects
  61. Stencil pass for deferred lighting
  62. Depth-based screen-space effects and multisampling
  63. directional light seems to "flicker" (Bug?)
  64. Switch from fullscreen
  65. emulate NV_depth_clamp on ATI
  66. light position transformations in shader
  67. Accessing a texture2DArray, speed it up?
  68. PBO and Texture Float ...
  69. Clamped float values in PBO ...
  70. Best OpenGL-friendly terrain algorithm
  71. glBufferData latency?
  72. how to detect when OpenGL reaches the memory limit
  73. texture border = black mipmaps
  74. Depth to Color + multisampling?
  75. GeForce GTX 280... what for us, programmers? :)
  76. Remote program uses local GPU?
  77. 513x513 grid of data to 512x512 texture
  78. Manual modification of texture pixel data.
  79. Catalyst 8.6
  80. Gaussian Blur on texture
  81. Texture subload
  82. Supported FBO Texture Internal Formats
  83. gluProject(..) + sprites with Z values.
  84. Texture questions...
  85. Display list slower than direct rendering?
  86. another Depth texture question
  87. point sprites and texture matrix
  88. Texture interpolation with vertex buffers
  89. Creating JPG without a window
  90. Multiple depth targets
  91. Backstabbed by skanky IHVs
  92. What's going on with WGL_NV_multisample_coverage?
  93. TBN Matrix on back-side of triangle
  94. Read and write from/to the same texture
  95. EXT_transform_feedback
  96. glDrawArrays not using VBO
  97. VBOs slow and crashing...
  98. ATI Radeon HD 4800 OpenGL features
  99. FBO - texture_2D_array problems
  100. What happened to 3Dc?
  101. Trouble with 8-bit single channel 3D texture
  102. GLSL Issue on ATI Card
  103. GL_SELECT
  104. ATI and lack of h/w support
  105. strange FBO Multisampling behavior
  106. Maximum texture binds per bufferswap?
  107. GL_EXT_timer_query --> driver bug ?
  108. Map triangle texture to a right triangle
  109. TexSubImage2d() + padding
  110. OpenGL is Dead!!!
  111. Help with eyeZ calculation?
  112. FBO + ATi card == problem?
  113. glLineStipple not behaving
  114. nVidia multithreading issues
  115. MATRIX_PALETTE - normals
  116. NV_depth_buffer_float > 1.0
  117. How to create a swept surface ?
  118. Nvidia Simple Depth Float tutorial
  119. How to use glFrustumf?
  120. strange transform feedback problem
  121. PBO for streaming textures
  122. glHint with line, point, polygon smoothing hints
  123. Bug in gl.spec for StencilFuncSeparate?
  124. Deferred shading - light volume
  125. FBO, cubemap and depthmap
  126. Helpm Required for 3rd Person Camera Collision!!!!
  127. Smoke/water effect demo
  128. DX9, DX10, GL2.1 and GL3 wrapper (w.r.t. shaders)
  129. glDrawElements() crash from time to time
  130. how to map an image onto an irregular 3d object?
  131. Multisample resolve is not gamma correct with FBOs
  132. Depth buffer precision
  133. Depth peeling problem
  134. how to calculate tangent vector for each vertex ?
  135. how to use Free-Form Deformation?
  136. Spec Files
  137. A view that displays my entire model?
  138. Coverage Sampling Anti-aliasing artefacts
  139. gluNurbs function
  140. Color update problem
  141. Help with Cascading Shadowmapping
  142. Centre the scene on the screen
  143. SSAO using GLSL
  144. Wrapping around a cylindrical surface.
  145. Color clamping on ATI
  146. EXT_bindable_uniform: extremely buggy?
  147. Display list compilation speed
  148. State saving for multithreaded application
  149. VTF to do terrain rendering
  150. [Question] excluding statements from display list
  151. Bad 2D glyphs rendering using point sprites
  152. Getting vertices/polygons after depth buffer test?
  153. Fisheye Projection With an Offset
  154. Crash in glIsEnabled with FBO
  155. ATI/AMD card owner debug help
  156. Transform feedback buffer binding
  157. Lines antialiasing produces incorrect results
  158. Fastest way to copy data for FBO / backbuffer?
  159. Can FBOs share textures?
  160. Can't get FBO to work on GeForce 7400m
  161. DDS 3D Texture Samples
  162. OpenGL 3.0 on its way after all?
  163. More FBO problems on NVIDIA
  164. Emulating OpenGL Normals Calculation
  165. Pulling color data from texture coordinates
  166. Buffer Object Usage Hints
  167. Separate coordinate arrays for glVertexPointer.
  168. relief mapping: artifacts at polygon boundaries
  169. Problems using multiple texture2DProj() from depth
  170. Error in new extension header files
  171. GLSL 1.30
  172. 3D meshes Transparency and background color
  173. Textures and Multithreading
  174. OpenGL 3.0 drivers, when?
  175. Transform Feedback Data Format
  176. Use of FBO and GL_TEXTURE_RECTANGLE_ARB
  177. Problem with GL_POINT_DISTANCE_ATTENUATION
  178. gl3 spec bug
  179. Official NVIDIA OpenGL 3.0 beta driver thread
  180. Experimenting with EXT_direct_state_access
  181. glGetMinmax, FBOs, and HDR textures
  182. Reading from & writing to a texture at once? (FBO)
  183. 3d rotaion and translation
  184. lighting
  185. Get amount of graphics memory
  186. NVidia Cg Philosophical Question
  187. using vbo with .obj file loader
  188. Optimisation to display points
  189. Reconstructing Eye Coord from FragCoord?
  190. Coding for the future: opengl 4 & 5?
  191. How to reset all OpenGL state
  192. Drawing with OpenGL from other application
  193. rendering geometry individually
  194. compressing normals/tangents vector
  195. OpenGL ES 1.1 without OS
  196. glPushClientAttrib in GL_ARB_vertex_array_object
  197. Offscreen rendering
  198. blending problem + cullface
  199. Placing thousands of models on a sphere..
  200. Drawing without the fixed-function pipeline
  201. Do FBOs have a non-trivial memory footprint?
  202. Single pixel cracking issue
  203. Opengl 3.0 deprecation equivalents
  204. DrawElements with VBOs
  205. Dynamic Cubemapping with FBO's
  206. gl_ClipVertex
  207. Pixel formats problems (MX 440)
  208. Store shader output (color) on vertex structures
  209. Interior Mapping (Humus demo)
  210. Registry update for 3.0 APIglext.h / .spec files
  211. Rigid transformations from the fixed pipeline?
  212. Creating a plane thats parallel to the view camera
  213. Repeating / Reusing normal / texcoord data
  214. [3.0] Wide lines deprecated
  215. Point Sprite Attenuation
  216. How to improve texture coordinate accuracy?
  217. The code is fine: except for wintel hardware.
  218. Projected Geometry
  219. What must be done when glUnmapBufferARB fails ?
  220. material and light problem
  221. shadowmap gets extruded at the borders -black bars
  222. Tesselating Quadratics
  223. Apple-style reflection
  224. Which extensions are useful with gl3?
  225. client state and selection buffer
  226. FBO, 1 depth buffer
  227. Regarding Immersive Visualization
  228. Read back problem.. MX 440
  229. Slow in last glVertex2f()
  230. Surface of Revolution
  231. glCopyTexSubImage3DEXT alternatives
  232. Flickering Multiple Monitor
  233. SSAO edge cases, how to handle them?
  234. GL_TEXTURE_2D dimensions don't have to be POW ?
  235. How to deal 10bit image on OpenGL
  236. Surface of Revolution advanced
  237. Object-to-pixel coordinate transformations
  238. Performance of integer texture upload
  239. Man pages source available in Khronos Subversion
  240. texture mapping
  241. GL_EXTENSIONS replacement
  242. Streaming video to OpenGl texture
  243. VBO
  244. FBO with mixed format texture
  245. glCompressedTexSubImage2D and DXT1
  246. FSAA
  247. Which internal format should I use for 10bit image
  248. center point of a perspective viewing volume
  249. FBO call surrogate
  250. Conditional Rendering and Batch Counts