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  1. ATI, GL_NV_Fence, GL_Sync, and Threads..
  2. Query points close to a cut plane in point cloud
  3. Putting gluQuadratic objects into VBOs...
  4. which internal format should be use for 10bit img
  5. OpenGL and Multithreads
  6. rendering from audio/radio signal or camera view
  7. Catalyst 8.9 with OpenGL 3.0 support
  8. Is it possible to FBO+cubemap(or array tex)+MRT?
  9. glCompressedTexSubImage2D
  10. Can I change texture's internal format freely
  11. i32f texturearray DMA streaming problems
  12. Need PCSS demo/code
  13. Are vertex attributes in a fragment shader valid?
  14. glCopyTexImage2D
  15. glCopyTexImage2D and transparent clear color.
  16. Semi-transparent texture
  17. id Software File Format(s)
  18. Render to texture using FBO on ATI Radeon 9550
  19. Two images difference using OpenGL
  20. Install OpenGL program with a driver
  21. Number of vertices
  22. texture_buffer_object slow performance
  23. Rendering context issue
  24. Invalid Operation - glDrawBuffer/glPopAttrib
  25. Is this motion blur paper correct?
  26. State Management Architecture
  27. OpenGL / Windows Vista problem
  28. Textures: glEnableClientState vs glEnable
  29. PBO for async glGetTexImage, random slowdowns..
  30. Display lists vs. vertices arrays
  31. Deferred Shading...How to Render Sky w/o Lighting
  32. working around texture wrapping
  33. FBOs and depth peeling
  34. FBO, multisampling and render to texture
  35. Texture Atlas edge artifacts...how to fix?
  36. How to use glDrawElements to draw a building?
  37. Depth comparison
  38. GL Shader 1.30 and fragment outputs
  39. a problem on shadow mappping
  40. Ignore Pixel ownership test?
  41. Application hanging with NVidia drivers 178.13?
  42. ATI support as of 8.9 drivers
  43. SetPixelFormat problem
  44. creating context, opengl drawing(Visual Studio 6)
  45. depth testing with FBO
  46. issues on shadow volume
  47. glDrawElements
  48. Multisampled color buffer with non-MSAA depth?
  49. Memory consumption of vertex arrays w VBO
  50. Multiple sample FBO problem in line drawing
  51. Probleme with PixelFormat And OpenGL Extension
  52. Instancing with EXT_draw_instanced
  53. How is gl_FragCoord.z computed - depth calc prob
  54. Multisampled Depth Renderbuffer
  55. How to copy data from one texture to another?
  56. Problems with GLM library
  57. Outputting FragColor as a ubyte
  58. OpenGL for Windows Forms
  59. Difference between OpenGL and CSGL
  60. Issue in using depth texture for VTF
  61. how to view image from ycbcr using glDrawPixels()
  62. PBO + glReadPixels not so fast?
  63. Quick question about wglCreateContextAttribsARB
  64. Marschner hair lighting question
  65. Bug with glTexSubImage2D with Texture NPOT
  66. Dulling down overlapped blended polygons
  67. how to get available GPU memory space
  68. Determining angles from Modelview Matrix
  69. NV_explicit_multisample specification
  70. FBO and TEXTURE_RECTANGLE_ARB
  71. Geometry shaders and depth testing
  72. VBO perfomance drop after some BufferData calls
  73. creating nurbs
  74. Skydomes
  75. Stencil Buffer Replacement
  76. Framebuffer blit on float targets
  77. who's using occlusion testing
  78. Glu Tesselator Crashes!
  79. FBO + RTT array layer + newer drivers = error!
  80. Dual display cause performance drop down
  81. The most "Industry Standard Method" for shading?
  82. Mapping problem
  83. Conditional render with BY_REGION_WAIT crashes
  84. Quick FBO question....
  85. glVertexAttribPointer or.. ?
  86. Quad strip issue
  87. Hierarchial Occlusion Culling
  88. querying available AA modes?
  89. how to add texture to a ray tracer
  90. glDrawPixels affected from texturing?
  91. Request For Shadow Mapping Tutorials Using GLSL
  92. Scaled object faster than 'big' object.. Why?
  93. Problem with vertices projection
  94. help required
  95. GL_ARB_vertex_array_object
  96. GL_EXT_direct_state_access, how are you using it?
  97. FBO Problem on ATI - driver bug?
  98. What does GL_STEREO mean?
  99. OpenGL application on x64
  100. Linking Program Problem
  101. How to do supersampling of a raytracer
  102. wglShareLists - Sharing textures between rendering
  103. Triple buffering
  104. [ATI BUG] glUseProgramObject() NOP changes output
  105. Which way is faster for VBO usage
  106. Area of light influence and deferred shading
  107. Mipmap questions
  108. Pre-mature EOF in Shader???
  109. Quick query about the GL 3.0 spec
  110. glTexImage3DEXT crashed
  111. WGL_NV_gpu_affinity problem
  112. 3D Grab Handle
  113. How to implement glow
  114. 8.11: GL_EXT_transform_feedback on ATI card!
  115. Volume Intersection Problem
  116. black blocks appearing out of nowhere
  117. What will be the facing of co-linear triangle?
  118. The meaning of the 0.375 pixel translation
  119. Question about lines/triangles with adjacency
  120. Depth FBO problem
  121. 3D Mouse Drag
  122. Support for line smoothing in float fbo
  123. TextOut on the buffer OpenGL
  124. 32F texture clamping?
  125. Replacing gl_NormalMatrx...
  126. what's the impact of glBeing(),glEnd()
  127. Question about Multi Display OGL render?
  128. True support for render to RGBA16 (not float)
  129. massive occlusion query in FBO
  130. PBO Performance (yet again)
  131. GPU-based mesh deformation
  132. mipmap genaration from several texture handles
  133. Coplanar line and polygon
  134. quetion for SLI:is there any api in OpenGL for SLI
  135. Corrupt compressed 2D texture array texture on NV
  136. FBO problem on ATI
  137. Question about Deferred Shading implementation
  138. No texture fetching on Radeon 4850?
  139. Serializing texture generation from threads
  140. Problem With Stencil Operations
  141. Reduce code, use of glTexImage3D ... ?
  142. can't figure out alpha blitting
  143. Terrain using geometry Clipmaps
  144. Anyone using COMPRESSED_RGBA_S3TC_DXT1_EXT?
  145. Question about obtaining position from depth..
  146. Understanding GLexpert output
  147. work with several contexts from different threads
  148. Instancing without bindable uniforms?
  149. Max uniform matrix array size?
  150. Question about per pixel lighting equation
  151. Reading FSAA with FBO and glReadPixels
  152. Update on the latest gDEBugger developments
  153. Changing Picture Every Several Seconds
  154. Projection problem
  155. Projective texturing problem with shaders
  156. Reading back an integer texture (texture_integer)
  157. GL_RGBA textures
  158. Wanted! - MMOG Know-how /technology to buy
  159. OpenGL Offscreen rendering using Windows Bitmap
  160. Attach back buffer to FBO
  161. GLext.h won't compile
  162. MRT
  163. fragment program (arbfp1.0) Blur effect
  164. Using GL_TEXTURE_BASE_LEVEL with a comple texture
  165. 2d line into 3d rectangle/square
  166. Weird shader behavior: discard and gl_Normal
  167. Unicode text?
  168. Write to stencil buffer halts the application
  169. Wireframe in GL3
  170. Walls, windows, and doors?
  171. About BUO binding point
  172. Sample MRT Texture and Write to its attachment?
  173. Deleting a framebuffer makes my application crash
  174. NVidia multithreading problems
  175. Intermediate lighting buffer for deferred shading
  176. number of the OpenGL 3.0 beast
  177. Flattening 3D to 2D?
  178. Software textures.
  179. Is it possible to develop an appn for data conver.
  180. shading a scene when using shaders
  181. Early depth pass benefit when target is FBO?
  182. graphing z=f(x,y,t) on large x-y grids
  183. PBOs slow... Looking for the reason..
  184. Rendering with 2 contexts killing the fps
  185. Depth texture and FBO
  186. glGenerateMipmapEXT crashes on ATI
  187. Live video and texture2D
  188. FBO viewport issues
  189. Switch between MSAA and no MSAA in realtime
  190. glCopyTexImage2D for mipmaps
  191. drawing into 2D texture
  192. PBO DMA transfers and completion
  193. Architecture: Why is OpenGL state-based?
  194. FBO performance drops
  195. glMapBufferRange and GL_INVALID_OPERATION error
  196. 3D Puzzle
  197. FBO performance problem on NVidia
  198. shadow map question
  199. GL_EXT_gpu_program_parameters not working :(
  200. S3 Graphics?
  201. Indices in VBO
  202. Multiple glLight & GL_DOT3_RGBA
  203. Optimising OpenGL in Blender 2.50 - swap buffers
  204. ARB_instanced_arrays
  205. NVidia Driver Bug with 2 displays
  206. VBO - Remote Display fails
  207. Hiding a bitmap
  208. driver bugs with glstate.light[i] uniforms in fp
  209. Camera control for 2D-3D-2D transition
  210. Hierarchical Shadow Map
  211. FBO's in Double Buffer for offscreen rendering?
  212. Weird Drawing Behavior
  213. Scissor state not saved with GL_ENABLE_BIT
  214. Writing the Blend-Color in the fragment shader
  215. Methods for getting dedicated VRam size.
  216. OpenGL shared context.. Simple example..
  217. Reflection / glTexGeni Question (with Image)
  218. Change FBO attachment on-the-fly
  219. Vertex array object
  220. FBO working for tex_rectangle but not tex_2d
  221. Need asset: RGB32F pictures ...
  222. VBO and indices
  223. Advanced image capturing
  224. check for render-to-float-texture with blending?
  225. Alternatives to OpenGL picking...
  226. VBOs on multiple displays (windows)
  227. Disable Texture Unit in fix function pipeline
  228. Loading screen
  229. Optimize performance for displaying text
  230. Alpha scaling with fixed-func OpenGL
  231. panning
  232. Multisampled FBO => flimmering artifacts on ATI
  233. masking and performance
  234. When a call is really a redundant call...
  235. Anyone used VTF to do terrain rendering?
  236. GL3.0 and matrix stacks
  237. MRT and blending..
  238. AMD r600/r700 cards register specifications..
  239. VBO: GL_ELEMENT_ARRAY_BUFFER with tex UV coords ?
  240. Shadow mapping - no shadows
  241. Laptop GPUs with more than 8bit/component support
  242. FBO switching overhead
  243. At a loss for shadow map
  244. ATI: glTexImage2D with large texture doesn't work
  245. gluSphere, glDrawArrays and Blending
  246. Stuffing Elements into combined Vertex Array...
  247. So many vertices!
  248. Texture2DArray and GL_LUMINANCE32F_ARB
  249. On board GPUs
  250. GL_fence_NV and glFinish