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  1. Texture combiners (OpenGL fixed pipeline)
  2. wglMakeCurrent -> GL_INVALID_VALUE
  3. Deferred Shading Stencil Tests
  4. mapBufferRange on older cards?
  5. mouse picking problem
  6. VertexArray in graphics memory
  7. REnder to FBO larger than window
  8. GL_TEXTURE_ENV_COLOR in the second texture stage.
  9. Shadow mapping in GLSL
  10. picking
  11. tilted solid cylinder!!!??? how
  12. question.
  13. Preformance issue with 3d texure and FBO
  14. Draw predication in opengl
  15. Possibly dumb question about FBOs
  16. DSA and texture buffer crash
  17. performance using glDrawElements or glArrayElement
  18. Ray generation problem
  19. Problem about coordinates relation
  20. Stereo Matching
  21. Hot topics in OpenGL nowadays
  22. Opening a window with out border
  23. export opengl 3d scene to SVG
  24. OpenGL 3.0 with NVIDIA ForceWare 182.06
  25. glGenTexture in a Display List
  26. Shadow Texture not smooth
  27. glVertexAttribDivisorARB
  28. DisplayLists LARGER than video RAM ... Problem ???
  29. Something in FF Pipe affecting rendering...
  30. Error on compressed 1D texture
  31. Optimal vertex attribute layouts
  32. Opengl as a raytracer preview window
  33. Bezier surface glEvalMesh2 question
  34. Perspective Depth Buffer?
  35. shadow mapping questions
  36. gl*Pointer calls purely setup when used with VBO?
  37. Offscreen rendering
  38. LUMINANCE32F and ...16F FBOs on ATI?
  39. Glow & Texture scale/bias & Blur on old hardware
  40. FBO and just a depth texture?
  41. Copying Depth Buffer To Texture.
  42. Problems with fbo's and blending
  43. GL_EXT_framebuffer_multisample
  44. Histogram Rendering
  45. Shadow map and spot light parameters
  46. OpenGL plotting routines?
  47. max 3d texture size & texture mem
  48. ANN: Carmine Exporter : Blender3D to OpenGL C/C++
  49. Laying down depth information
  50. Rendering via FBO to a shared cube map
  51. Synchronizing to vertical retrace
  52. alpha-to-coverage on NV 182.08
  53. Nvidia driver performance glitches, is it a bug?
  54. openGL urgent help needed: no texture, no graphic
  55. OpenGL driver "memory leak"
  56. ARB_FrameBuffer_Object on Radeon 4850
  57. Multi-threaded loading screen
  58. Depth_Stencil problem on Radeon 4850
  59. PBO + FBO performance
  60. "Adaptive Terrain Tesselation on the GPU"
  61. GLIM: OpenGL Immediate Mode for OpenGL 3.0
  62. Transform Feedback
  63. glTexImage2D with 16F textures?
  64. Interleaved IBO/VBO
  65. Gradient Problem
  66. Accelerated Stippled Line Drawing
  67. change point size per VBO element
  68. FBO with float texture color attachment; GEForce 7
  69. Rubberbanding problem under Multisampling mode!
  70. 3D texture attached to a FBO too big in VRAM
  71. FBOs and performance (again)
  72. efficiently sending data to GPU
  73. glCompressedTexImage2D generates GL_INVALID_ENUM
  74. resetting openGL state
  75. occlusion queries + instancing?
  76. Best Way for LOD, destructable voxel Terrain
  77. GPL code for per-pixel phong and ambient occlusion
  78. OpenGL vs. DirectX on embedded GPUs
  79. Incorrect data on NV with more than 8 attributes
  80. How can I know which polygons have been rasterized
  81. Regarding scale space extrema
  82. Multisample AntiAliasing and number of samples
  83. OpenGL 3.0 Texture Problems.
  84. Application without window
  85. Render from a new thread
  86. Framebuffer object not rendering?
  87. Checking for HW accelerated accum buffer
  88. Compute quad and tria normals automatically
  89. Texture Projection Issues
  90. Issues with culling and triangle strips
  91. glFramebufferRenderbufferEXT and glDepthMask
  92. How Show texture with vertex array...?
  93. PBO texture not resident
  94. Layered Rendering Performance
  95. glMapBufferRange always returns 0
  96. Bind texture AND attach to framebuffer object
  97. Multi Texturing problem
  98. gluNurbsSurface control point weights
  99. Displaying depth
  100. need to create terrain
  101. Movement of ship in Sea
  102. Missing core extensions in the 3.0 and 3.1 specs
  103. effect of obscuring/minimizing window on buffers
  104. render image in FBO
  105. multithreaded texture usage
  106. Display lists in 3.1
  107. Blending operations on integer framebuffer
  108. Overlaying texture on already rendered surfaces
  109. Multipass to multitexturing for tile engine
  110. NVidia dualview performance/fence/general problems
  111. Need help on 2d & 3d compositing!
  112. openGL multisampled FBO and Floating Point Texture
  113. Read off-screen pixles
  114. Different Blend Mode per RenderTarget
  115. Disappearing displayed image from screen
  116. start game screen with counter!?
  117. Transparency/color masking blending help!!
  118. number of control points???
  119. nVidia texture formats table has been updated
  120. glTexImage2D() access violation
  121. inconsistent or missing internal formats
  122. how to create surface from height map???
  123. how do i implement glGetTexImge
  124. Shadow maps without border color
  125. Multitexturing - It's driving me nuts!
  126. Reading back pixels (texture) using FBO
  127. glClearColor and integer/float frambuffers
  128. VBO representation problem
  129. Advanced texture filtering....
  130. SLI AFR + RTT = disaster?
  131. multi-level layer rendering using Open GL?
  132. Blending model edges
  133. FBO texture rendering trouble
  134. UBO experiences on NVidia
  135. nVidia: Array Textures not working in GL3 ?
  136. problem doing texturing
  137. glTexSubImage2D problem
  138. GL_ARB_framebuffer_object & relaxed size
  139. copying multiple render targets with glBlit...
  140. GL 3.1 Compliant Application
  141. Drawing a quad with GL3
  142. GL_MODULATE and multi-texturing with GLES
  143. G:_POINT_SPRITES textures order
  144. Feedback on new 3D mesh file format (OpenCTM)
  145. Stitching/Binding Images
  146. glTexXX3D upload speed from another thread
  147. Vertex Buffer Object
  148. Vista optimization problem
  149. Anti-Alias Settings?
  150. Problems from TEXTURE_2D to TEXTURE_RECTANGULAR
  151. Z-equal mode??
  152. glEnable(GL_TEXTURE_2D) and INVALID_ENUM
  153. VRAM and RAM Usage
  154. OpenGL/GLSL ShadowMapping Texture Matrix Issue
  155. tanspatrent background
  156. how to mapping the vbo more effectively
  157. ShadowMapping: Shadows only visible at y=0
  158. Texture problem with VBO
  159. Context creation problem from Vista service.
  160. Official Bindless Graphics feedback thread
  161. Tessellate NURBS and get vertex without callback
  162. OpenGL 3 Programming Code
  163. Converting gl_FragCoord to model space
  164. VBO performance problem with multiple threads
  165. Index Buffer Object crashes nvidia driver
  166. how many FBOs is too many?
  167. 32 bit Z-buffer
  168. Fences
  169. windows when rendering to FBOs from many threads
  170. fastest wide-width box filter
  171. FBOs and textures other that RGBA
  172. Drawing to FBO produces odd "effect." Ideas???
  173. What does cubemap being left-handed really mean?
  174. PCI express 2.0, glCompressedTexImage2DARB
  175. 3D sketch of face
  176. 3D sketch of face
  177. Vertex cache optimization
  178. Anti-Aliased Lines
  179. GLUT: Warning in EXEC: glutInit being called a sec
  180. FBO Corruption on ATi/Mac
  181. Querying default framebuffer color bits (OpenGL 3)
  182. nview playing silly buggers
  183. Perlin Noise implement problem
  184. GPGPU, SwapBuffers and multithreaded rendering
  185. why can't get pixel depth from proE model window
  186. Quadtree and Frustum in OpenGL
  187. Performance of VAO's and array buffers
  188. render to texture
  189. Using FBO to render to partial texture
  190. A few questions about Render to Memory techniques
  191. Converting vertexes to pixels
  192. demo opengl+opencv+ tetures with webcamImages
  193. glBlendFunc: Use texture as mask
  194. help please
  195. FBO and blending
  196. Multiple Vertex Layout
  197. Hardware skinning - a paradox
  198. NVIDIA Driver Bug?
  199. Integet texture with fbo
  200. Pick Matrix Internals
  201. Blending question
  202. glSecondaryColor without alpha :-(
  203. Intel X3100 - GLSL but no multitexturing?
  204. Partial rendering in FBO
  205. GL_REPEAT on Cube Maps??
  206. Texture Format for Position Data
  207. VBO - index data gets corrupted
  208. Recommend me some good graphics books please
  209. CLAMP_TO_EDGE not working in OpenGL3 on nVidia?
  210. Weird problem with gl_ModelViewMatrix
  211. remove black background from texture
  212. GLSL Render To FBO with Multiple Texture Sources
  213. multiple FBO and one depth buffer
  214. Casting shadows from wireframe object
  215. PBO and texture loading/swapping speed
  216. two sided lighting invalid
  217. Question about using quaternions
  218. How do I obtain the installed driver version?
  219. DDS Volume textures
  220. FBO with multiple color attachments and MSAA
  221. Getting list of frag data output names
  222. MSAA and access to individual samples
  223. OpenGL v2.1 + GLSL v1.2 => OpenGL v3.1 + GLSL v1.4
  224. i have a problem. Please help me...
  225. OpenGL + CG + ATI = ??
  226. Reading and testing a depth buffer
  227. Terrible ATI opengl performance
  228. How to determine driver problems?
  229. VBO to VAO
  230. shadow algorithms
  231. gluScaleImage for 3D texture
  232. Maximum Intensity Projection
  233. how to derermine if FBO format is supported ?
  234. ??? include OpenGL headers for OpenGL v3.10+ code
  235. JOGL: all gl method calls throw "GL_INVALID_ENUM"
  236. Self-shadowing with stencils
  237. Why OpenGL is so dynamic?
  238. octree in gpu raycasting (volume rendering)
  239. Trilinear filtering on texture array
  240. Antialiasing and depth peeling
  241. texture data manipulation
  242. Depth of Field + Translucency
  243. Regarding Graphics Library Development
  244. Random Number Generator in GLSL
  245. ATI + two GL contexts sharing resources = trouble?
  246. OpenGL 3.1 and Cg/Cg FX
  247. Opening Unigraphics (CAD) file in OpenGL
  248. Reuse Pixel buffer without pointer change/update
  249. Create fast a texture with overdraw information
  250. Opengl 3.1, and Uniform Blocks question.