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  1. Optimizing PBO/VBO implementation
  2. disabling AA with glRenderbufferStorageMultisample
  3. Frame Synchronization
  4. separate shadow pass in translucent scene?
  5. New Extensions
  6. velocity map for hardware skinning mesh.
  7. Render to texture alpha blending quality?
  8. missing direct_state_access entries in gl.spec
  9. JoinSwapGroupNV
  10. Opengl 2D animation
  11. Drawing a Polygon on a Sphere
  12. OpenGL: matrix manipulation
  13. Framebuffer Objects and Multisample?
  14. Creating seams On the OpenGL Camera
  15. Writing a texture to a stencil buffer
  16. anaglyph in gl
  17. DrawRangeElements and MultiDrawRangeElements
  18. Some things about the standard lighting system.
  19. Haiku OS OpenGL Stack bounty
  20. opengl optimization
  21. Graphic Remedy launches gDEBugger CL
  22. Quadro page faulting for 5 seconds all the time
  23. OpenGL on Win7 x64 & ATI FirePro V3750
  24. Antialiased lines with correct destination alpha
  25. glDrawArrays and gl_VertexID (Nvidia/ATI diff)
  26. Intel on-board graphics VBO problem?
  27. FBO on ATI (again...)
  28. BlitFrameBuffer woes
  29. How to get per-pixel surface slope directions
  30. How to compute time to move
  31. Exact camera orientation using gluLookAt
  32. .spec file version numbers/dates
  33. alpha blending with multitexturing
  34. How to implement 24x AA on Radeon 4850?
  35. Samsung 120Hz LCD
  36. Transformation between vertex and fragment shaders
  37. BlitFramebuffer drops GL_LINEAR filtering?
  38. glProgramParameteri entry point missing?
  39. glCopyPixels() problem on some Intel cards
  40. Still have problem to understand fragment shader
  41. GL_NVX_gpu_memory_info
  42. Specific blending mode (how to achieve this?)
  43. separate the objects in layers
  44. OpenGL ES 1.x and LookAt problem
  45. External House Sync Signal
  46. problem with gluTessBeginPolygon
  47. Rendering static content
  48. Render To Integer Texture
  49. Error in http://www.opengl.org/.../redbook/tess.c
  50. Does tessellation level effect texture fidelity?
  51. VBO problems
  52. [pls help] camera capture as background, object on
  53. normals directions
  54. Map2 control point limit?
  55. (continue) motion blur of skinning mesh
  56. Bindless Stuff
  57. Can I cut a 2D texture into slices?
  58. [OpenGL ES 2.0] Point Lighting gone haywire
  59. FBO with default (window) depth buffer?
  60. GLSL Volume Raycasting Fragment Shader stalls
  61. crash in glVertexAttribIPointer (integer version!)
  62. How Implement Euler angle in opengl
  63. glUniform index arithmetic
  64. FBO Multisample and glCopyTexSubImage2D()
  65. glVertexAttribDivisorARB Link Error
  66. Add a 2D texture to a 3D texture
  67. non-square POT texture support and performance
  68. Question regarding cascaded shadow map
  69. layout(std140) help needed
  70. Simple OpenGL 3.2/3.3/4.0 core profile loading
  71. pack/unpack half floats on 3D textures
  72. Zoom window rectangle drawing
  73. Automatic Rendering function or library
  74. Creating a Bezier's path
  75. accumulator and incostent winding
  76. Readback speeds of newest cards?
  77. Matrix Manipulation inside shader or outside?
  78. multisampled fbo with rgba16f internal format
  79. Does PBO + glGetTexImage improve the performance?
  80. Rendering to a texture via EXT_framebuffer_object
  81. FBO 2nd & 3rd render targets not drawing
  82. Arc ball rotation with viewing direction
  83. Multiple Viewports, Multiple Textures - 3D
  84. orthonormal bases
  85. depth FBO + alpha test on ATI
  86. Intensive Shaders (>1 second per primitive)
  87. Usefulness of transform feedback
  88. generic vertex attribs and display lists
  89. Shadow mapping
  90. meshes - adaptive, surface subdivision, etc. -
  91. FBO rendering to specific part of a texture ?
  92. opengl es help needed.
  93. general OpenGL input lag
  94. gluUnProject question
  95. what kind of rendering? huge vertices & need edit
  96. Texture with vbo some problems
  97. Causes of flickering/disappearing objects
  98. VBO Performance
  99. opengl es help.
  100. OpenGL ES render,
  101. Extensions for stereoscopic rendering
  102. Database access..
  103. Stereo Images @ 60Hz each
  104. 3D Model subdivision
  105. Fitting a huge drawing
  106. passing 2D texture as vertex attribute data
  107. glFramebufferTextureLayer is slow
  108. glDrawBuffer(GL_FRONT_AND_BACK vs GL_BACK)
  109. problem with more than 8 framebuffer objects
  110. Texture and memory questions
  111. Ping pong blurring with RT, not FBO switching?
  112. Moving Index Buffers from Client-side to IBOs
  113. Warcraft 3 like terrain
  114. experiences rendering instances
  115. Help with Skeletal animation
  116. Stencil buffer/FBO strange behaviour
  117. Occl. Culling - Bouding Rectangle vs Box?
  118. Brightening a texture
  119. white textures on Vista, on XP everything fine
  120. Movie as texture
  121. Display Lists - The Next Generation (CBO)
  122. Need some advice about cascaded shadowmap
  123. Uniform Buffer Objects (slow) - help needed
  124. simulating the water with normal map and du/dv map
  125. Streaming texture
  126. GLES Texture Projection
  127. glBlitFramebuffer tip
  128. Combining multiple textures
  129. Primitive restart vs multi-draw calls?
  130. VertexAttribIPointer and Vertex Shader
  131. Is this possible - Draw & resize BB to RT
  132. Zoom without using GLUT.....and Toggle b/w views
  133. Uniforms not working for one shader only ?!
  134. wglMakeCurrent fails + WGL_NV_gpu_affinity
  135. using displaylist with trimming nurbs
  136. Pixelbuffers and what exactly is going on
  137. array of vertex attributes
  138. Flicking problem in Texture-Mapping
  139. Texture memory on the GPU
  140. Advanced Rotating
  141. Depth-texture values always clamped to [0, 1]
  142. Memory accumulation up to overflow by OpenGL-Ctrl
  143. Looking for a more flexible way to use VBO's
  144. glDrawElementsInstanced and textures
  145. test for intersection in 3D
  146. Instancing sucks ?
  147. GL_ARB_shader_subroutine
  148. Normal Map generation?
  149. FBO switching
  150. glReadBuffer fails
  151. vertical gradient in tessellated closed curve?
  152. Data copy from one VBO to another VBO inside VRAM
  153. Multiple threads and one context
  154. When rendering to a fbo?
  155. wglShareLists and current contexts
  156. gl_FragCoord doesn't change
  157. ATI, glGetTexImage + GL_PIXEL_PACK_BUFFER problem
  158. glGetSynciv takes too long
  159. PBO/Textures/Alignment NVIDIA Bug?
  160. Depth-Blit puzzle
  161. OpenGL texture issue
  162. BlitFramebuffer clarification
  163. GTX260 hiccuping bug? (with standalone reproducer)
  164. Need help with deferred shading tutorial
  165. Retrieve the Stencil Buffer?
  166. FBO doubts
  167. how to .OBJ file..
  168. circular color gradient?
  169. glGetActiveUniformBlock on ATI
  170. print screen in OpenGL
  171. Multiple uniform blocks (is it possible?)
  172. FBO and manual mipmap generation
  173. Need help rendering 3D texture using GS gl_Layer
  174. switch() inside fragment program
  175. Question about values of GL_RGBA32UI?
  176. glDisableVertexArray()
  177. Copying FBO attached texture to a smaller FBO
  178. Implementing Bidirectional Ray Tracing?
  179. create auxiliary buffers
  180. problem in address passing
  181. shadow implementation
  182. OpenGL best practices
  183. how these cube vertices are defined??
  184. VBO Compatability
  185. Display list question
  186. GL4 tesselation feature
  187. Rendering text without a recreation of the vertex
  188. Passing class reference to renderscene() MainLoop
  189. Context lost on Intel GMA
  190. opengl es texture combine interpolate - iphone
  191. Select GPU
  192. texture combine with masking:
  193. How do I go full screen without GLUT?
  194. Performance Issue
  195. Repainting the viewport
  196. How to write into arbitrary position of a texture?
  197. VBO and VertexPointer Issues
  198. Detaching textures from frame buffers
  199. Saving OpenGL output as OBJ file
  200. Storing Lines in Obj File
  201. Translate 2D objects with a callList
  202. Saving OpenGL output as Fixed Dimension JPG
  203. IHV feature matrix
  204. Read in an integer texture in fragment shader?
  205. GL_LINE_SMOOTH and GL_RGBA16F color attachment
  206. How to add fragment data when overlap happened?
  207. FP target and MAX blending
  208. Problem with diffrent sizes of VBOs
  209. Fremebuffer with multisampling AND stencil buffer
  210. Linear interpolation between VBOs
  211. HDR in older cards, how?
  212. Stopping Automatic Texture Generation
  213. DITHER, LOGIC_OP, and AUX_BUFFERS
  214. Face Rig
  215. Large vertex coords get corrupted
  216. Render display list at half-alpha...
  217. Creating a movie from a opengl application
  218. Can I bind a texture to fbo & texname at same time
  219. Some semi-advanced questions
  220. Contourlines
  221. Depth testing of points
  222. Downsampling a Texture
  223. GlDrawElements without vertex data
  224. Can't disable multisampling w/ multisample texture
  225. Doom3 MD5 Blend Skeleton
  226. Video Streaming from OpenGL
  227. How to attach an element buffer to a VAO with DSA?
  228. 12bits per color channel
  229. Driving 6-12 displays with 1 GPU card
  230. fixed pipelined lighting slow on newer hardware
  231. MSAA performance in deferred shading
  232. Strange change of color
  233. How to alpha blend PBOs?
  234. Depth clear affected by GL-state?
  235. Proper usage of GL_TEXTURE_2D_ARRAY.
  236. Shadowmapping (Core GL3.0) avoiding deprecation
  237. dot3 bumpmap problem
  238. lighting_(plz its urgent)
  239. GLUT and multiple monitors
  240. GLUT like, SDL multiple windows, message box?
  241. Direct State Access
  242. 16x MSAA and Multiple render targets
  243. Depth-stencil texture get corrupt after reading
  244. glFlush or glFinish with mulithreading?
  245. how i make a game engine?
  246. Texture3d size in volume rendering
  247. problems with improper resource cleanup
  248. sphigs and openGL
  249. Reusing lists? (glNewList more than once)
  250. Shadow Mapping w/ FBO & GLSL