PDA

View Full Version : OpenGL coding: advanced



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 [59] 60 61 62 63 64 65 66 67 68 69

  1. VAO and shaders
  2. OpenGL in VBA (Access) Help Please
  3. Culling error? Deferred Shading (Geometry Stage)
  4. Force repaint
  5. glsl - specify buffer, but no assigdment to frag
  6. Separate blend equations for FBO color attachments
  7. create display lists in another thread
  8. OpenGL and alpha masks
  9. OpenGL ES Job
  10. OpenGL Extensions
  11. A bit of trouble with offscreen rendering
  12. Grid tesselation
  13. Having trouble with clipping and edge flags
  14. VBO optimization: bandwidth & culling granularity
  15. glReadPixels return garbage on some cards
  16. Abt smooth group
  17. Frustum projection on ground plane
  18. Texture State Problem
  19. Conditional rendering
  20. Decreasing precision of increasing vertex ranges
  21. Hiding labels
  22. (ATI) glDrawRangeElements with VBOs: Memory leak?
  23. Combining different coord-array (eg. x[n] & y[n])
  24. rendering contexts <=> extension function pointers
  25. Off-screen rendering bigger than current window
  26. displaying a pbo using opengl 3.1
  27. Blending problem
  28. GL 3.x status on ATI?
  29. View Frustum Clipping
  30. ATI, GLSL and custom cliping planes
  31. GL 3.1 and glsl 1.4
  32. Reading back shadow-only FBO?
  33. PBO + glReadPixels stalling (asking for GL_FLOATs)
  34. Need Suggestion
  35. Blending Rectangular Texture
  36. How to get the horizontal fov?
  37. OpenGL 3.0/3.1 "exclusive" features?
  38. The way to reconstruct position in Leadwerks
  39. Simple question: Triangles per second
  40. Quad Buffered Stereo: which OS/consumer cards
  41. What can I do with _just_ ARBVP1?
  42. Great OpenGL 3.1 tutorial
  43. Instancing, hardware skinning and normal maps.
  44. the best way to animate
  45. FBO: Texture Re-attachment Problem
  46. FBO's and triangle strips...
  47. glDrawArray not seeing VBOs
  48. Readback texture from FBO (using PBO?)
  49. creating a background image
  50. Looking for an up to date tutorial site
  51. openscenegraph
  52. Topics for a doctor research
  53. How to implement region selection?
  54. read and write standard image files.
  55. VBO remembers theirs offsets ?
  56. OPENGL32.dll and MSVCRT.dll missing functions
  57. how to build a Gaussian mask?
  58. Help Needed with commenting a code
  59. Rendering nearest data in application.
  60. FBO that writes in the colorbuffer
  61. what when Up vector not orthogonal to Lookat?
  62. World pixel reconstruction from depth
  63. Help with simple shooting range
  64. ARB_vertex_array_object usage pattern
  65. New extensions in the extension registy
  66. How to improve polygonal text quality?
  67. glGenerateMipmapEXT: very poor performance?
  68. Looking for an OpenGL iPhone Game Developer
  69. GL_MAX_RENDERBUFFER_SIZE
  70. Has anyone ever used Nvidia Shader Library?
  71. glGetFloatv and MODELVIEW_MATR performance issues?
  72. antialiasing transparency
  73. Soft blending do it yourself? [SOLVED]
  74. VAO perfomance
  75. Best GLSL resources?
  76. EXT_separate_shader_objects? (...and friends)
  77. Optional gl_Position in GLGL 1.40
  78. Deferred lighting shadows.
  79. need to stitch pixel segments & save as jpg file
  80. stereo rendering to 2 different dispalys
  81. gl_PointCoord and OpenGL 3.1 / GLSL 1.4
  82. Quaternion interpolation
  83. NURBS circular arc problem
  84. Compressed texture
  85. Best openGL books?
  86. Terrain optimization
  87. Deferred rendering skybox troubles
  88. Real-world camera parameters
  89. Vertex selection for large objects
  90. Passing light pos/dir to GLSL in eye space
  91. Can't get wglGetProcAddress to work in opengl 3.1
  92. OpenGL rendering without DISPLAY
  93. 3DS file
  94. Texture Array Seam
  95. New NV driver breaks my app (190.38)
  96. Needed Help A.S.A.P
  97. PBO and glPushClientAttrib
  98. Strange thing with glReadPixels
  99. Rendering without vertex data (gl_VertexID only)
  100. fast path vertex tweening
  101. Many VBOs vs. single VB for dynamic meshes
  102. on spec files
  103. mapping texture on ram
  104. Best Substitute for glDrawPixels Under OpenGL ES
  105. Optimal rendering of video as texture
  106. 2D vector graphics with opengl
  107. Does OpenGL support instancing?
  108. Multiple Rendering Windows
  109. Texture Array tiles and multisampling
  110. Compressed Texture Upload
  111. Questions in Inferred Lighting
  112. Mapping and corruption on GL implementations
  113. Solid + Wireframe
  114. L System - Algorithmic Beauty of Plants
  115. Trouble with Geometry Shaders on ATI 9.8
  116. MSAA: sampling artifacts with alpha textures
  117. about page flipping
  118. Applying a transform to every vertex in a scene
  119. Switching Shader Programs
  120. MSAA doesn't support integer texture?
  121. Win7 driver problem--nothing drawn in the window.
  122. Point Sprite Diffuse Lighting
  123. DXTC texture, mipmaps and work around ...
  124. X11 forwarding and OpenGL extensions
  125. getting versions
  126. Java to C++ to OpenGL
  127. unsigned short/int performance
  128. How Mix Textures and drawing?
  129. need help: multi-threaded openGL programming
  130. Quaternions: 2 different definitions????
  131. Need help for path simulation
  132. Alias-Free Shadow Maps
  133. glGetActiveAttrib and wrong number
  134. projection matrix
  135. Any resource about "Cone Filter"?
  136. GL_QUADS acting weirdly
  137. Picking a skinned character
  138. Geometry Shader Confusion
  139. Unbinding VBO under GL-3
  140. NV_texture_barrier
  141. color masking a glTexSubImage2D call
  142. manual bilinear filter
  143. Depth texture comparison with multisampled FBO
  144. Libs for character animation + dynamic cloth
  145. Depth-of-field: almost there
  146. DirectX LinearizeDepth in OpenGL?
  147. Creating a context on a specified GPU
  148. Obating an XRay effect
  149. FBO: Depth Buffer or Depth Texture?
  150. bumpMapping matrices kung-fu.
  151. luminance texture under GL3.2
  152. Instancing Performance
  153. WGL_ARB_render_texture & multithread
  154. drawing antialiased lines on triangular mesh
  155. Reduce bandwidth: glNormalPointer glTexCoordPoin ?
  156. howto disable multisampling for stencil buffer?
  157. Share rendering context between window / pbuffer
  158. Render To Vertex Array (R2VA)
  159. VBOs and rendering solid meshes
  160. mistake in manpage of glBufferData ?
  161. readpixels grinding on the cpu
  162. pBuffer vs PBO vs FBO
  163. Create and initialize pbuffer on OpenGL ES 1.1
  164. gl.spec and gl.tm
  165. Horrific uniform buffers bug on NVidia drivers
  166. FBO + multisampling + non-power-of-two
  167. Different depth-values using the same settings
  168. glMultMatrixd()
  169. Layer composition, textures & alpha blending issue
  170. uploading textures beyond VRAM
  171. tools/database to know supported GL extensions
  172. WGL_NVX_DX_interop extension
  173. Software Implemntation
  174. alpha blending without modifying destination alpha
  175. Texture 3D
  176. Multisampling and GL_STENCIL_INDEX
  177. glPixelTransferf in or out of GL3.2 ?
  178. EXT_packed_depth_stencil and multisampling?
  179. Stencil Routed K-buffer sample needed in OpenGL
  180. MRT for Texture2DArray
  181. glBlitFramebuffer() from single to multisampled?
  182. Problems with glCompressedTexSubImage3D
  183. What exactly do display lists do?
  184. Compiling shader in separate thread
  185. Radeon 5870
  186. How to get the 'fast' exp2?
  187. Creating an elevation map from the depth buffer
  188. ATI and Nvidia extensions for DX11 and 10.1 ARBs
  189. How to "fill" a solid?
  190. is there an early stencil test?
  191. Why is GPU-CPU transfer slow?
  192. glBlitFramebufferEXT and ATI cards
  193. problem with QT-openGL-display list
  194. share display list QGLWidget
  195. Anti-Alias, trilinear, Anisotropic ?
  196. Detecting if an OpenGL debugger is being used
  197. Occlusion Query ideal sample count
  198. Render to texture and multisampling
  199. gl_ClipDistance not working with nvidia cards
  200. Shadowmapping on iphone 3GS ?
  201. Trilinear interpolation in 3d textures
  202. NVIDIA cards and RGB10_A2
  203. No Instancing support for GL 2.x ?
  204. Tilted Mirror ?
  205. Dynamic control point array in gluNurbsSurface()
  206. Near plane quad
  207. Texture with perspective already in it, overlayed
  208. depth to position (ala leadwerks)
  209. question about light prepass and msaa
  210. VBO to VBO data transfer
  211. warp a an image on multiface object
  212. Problem With Multitexturing
  213. Physic with OpenGL
  214. Packing a float into a GL_RGB texture
  215. OpenGL 3.2 and NV_Vertex_Buffer_Unified_Memory
  216. picking and camera projection.
  217. Obtaining axes rotations from view direction
  218. Multisample FBO problems with stencil buffer
  219. Color vs. DepthStencil clear
  220. Problem rotating an object
  221. Final pixel position after transformations
  222. GL_TEXTURE_2D_ARRAY_EXT issue regarding CLAMP_TO_B
  223. Video Rending in OpenGL
  224. GLSL recompile on uniform call
  225. Stencil routed A-buffer (explict_multisample)
  226. smooth animation of camera moving
  227. something wrong when use the wglUseFontBitmapsW
  228. HeightMap to NormalMap
  229. max clip distance/plane on nVidia hardware
  230. Mouse Co-ordinates
  231. Drawing different Planes
  232. Instancing, Batching, and Conditional Rendering
  233. immediate mode "on top of" vertex buffers
  234. GLSL: a few questions about sampler3d
  235. quickly draw precise line
  236. How do you use your renderer targets?
  237. vbo
  238. Evaluating points on a NURBS surface
  239. import .x file
  240. Multitexture with independent texture color blend
  241. UBO poor performance [GL 3.1]
  242. (3.2) Texture coords problem
  243. Tessellation with displacement
  244. FBO setup failure on ATI X1800
  245. Depth texture GLSL
  246. Smooth Rotation of large triangle mesh
  247. Slow rendering using draw instanced
  248. Index Arrays... Should that memory be in GPU ?
  249. Shadow techniques.
  250. ARB program parameters