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  1. glPolygonOffset and GLSL
  2. OpenGL application moving way too slowly
  3. Strange Zbuffer moiree
  4. glReadPixels GL_DEPTH_COMPONENT downsampled FBO
  5. OpenGL, SDL and sprite Collision detection
  6. nVidia: Chging GDI Window Size Clears Back Buffer?
  7. Mimic glFrustum
  8. Render to texture
  9. framebuffer repaint problem
  10. glRotated doesnt work??
  11. Tutorial Proofreading and Correcting.
  12. Calculating the Normal of a pixel
  13. Background image using OpenGL ES 2.0
  14. PBO 16 Byte alignment?
  15. Dynamic lighting in forward rendering
  16. problem of Multitexture
  17. FBO stencil test
  18. benching the GL
  19. How to use OpenGL instancing?
  20. Is ping ponging necessary in this case?
  21. opengl 3 and point sprites
  22. Creating texture from bitmap (in jogl 1.1.1)
  23. glBindFramebufferEXT slow down framerate
  24. glEnable(GL_ALPHA_TEST | GL_DEPTH_TEST)
  25. Colorbuffer alpha value doesnt get cleared
  26. Model View Matrix Value when using MFC
  27. Direct Texture access
  28. Custom Alpha Blending?
  29. Determining Geometry Shader Output Size
  30. Clearing integer textures
  31. Stencil test for sprite collision. Help
  32. Buffer orphaning question (Streaming VBOs)
  33. Transforming a 2D texture directly to 3D texture
  34. OpenGL Context creation time on Win32
  35. problem with depth texture
  36. Unsynchronized camera
  37. Performance of texture upload with PBO
  38. weird non pow2 problem opengl3.3
  39. Collision detection: Need to port occlusion query!
  40. unexpected error in GLSL compilation on ati 48x0
  41. Any methods to achieve fast read back?
  42. cannot turn off GL_RASTERIZER_DISCARD ?
  43. Problem with glMap2f and Nvida GeForce
  44. MRTs: does a shader need to write to all of them?
  45. Problem with shorts line segments
  46. Texture 2D array as render target
  47. Strange Intel Driver
  48. Opengl low fps problem
  49. question about glTexImage2D in OpenGL ES 2
  50. Line of Sight - Light Shadow from Spotlight..
  51. How to "limit" my light...
  52. Strange things with AMD card
  53. Zoom for CAD using glOrtho
  54. Display List, VBO, or ?
  55. Transform Feedback & Interleaved
  56. glLoadMatrix and normals
  57. Some queries about... occlusion queries!
  58. glReadPixels() too slow
  59. Processing depth/stencil values.
  60. Choice of Collision Detection Algorithms
  61. glextrelease.txt ?
  62. Parsing .obj files
  63. Dynamic VBO Performance Problems
  64. glBlendFunc() for transparent background
  65. projectToScreen doesnt return normalized coordinat
  66. ATI Bug with GL_EXT_texture_sRGB?
  67. [solved] High-Resolution Screenshot
  68. Stippled Lines?
  69. Shadow Mapping Problem
  70. Single Pass Multiviewport Rendering in OpenGL
  71. OpenGL driver question.
  72. sdl_gl_getprocaddress is null "glGenQueries" on XP
  73. Test floating point texture filtering capability
  74. Multitexture Gl_Replace Problems
  75. Drawing a box with the Geometry Shader
  76. Single Pass Multi-Layer Depth Rendering
  77. procedures + functions implied by extension specs
  78. window display hang..
  79. Specular Lighting Problems
  80. Opengl 1.5 on windows?
  81. Is cubemap depth test with CgFX possible?
  82. Sending/Accessing Float data to/from Shader
  83. Problems with deferred shading & light volumes
  84. glBindAttribLocation after glLinkProgram
  85. Transparency Antialiasing/CSAA with Depth Stencil
  86. CubeMap
  87. Fixed-Function Shadow Mapping Problem
  88. GLSL and TBN matrix - Is my understanding correct?
  89. Access single Textures of a (rendered)Cubemap
  90. GlClear with FBO Render target
  91. read gray image and color index image.
  92. Geometry shader based CSM
  93. Font Rendering
  94. VertexAttribute Components Mixup
  95. What is GL_ARB_shader_atomic_counters?
  96. FBO with shared texture
  97. BumpMap
  98. VBO Frame Rate fall
  99. glActiveTexture and PBO transfers on Nvidia
  100. Sharing an uniform buffer across a block array.
  101. Layered rendering
  102. Rendering resolution independent Curves
  103. Share OpenGL context between two programs
  104. position from depth
  105. rotating and translating
  106. Sphere cutting
  107. "OpenGL 4 for 2010" slides available
  108. BlitFramebuffer BUG on ATI/AMD
  109. gl_Position in OpenGL 3.0+
  110. Displaying single color channel
  111. GL_R11F_G11F_B10F and FrameBuffers
  112. octree texture,raycasting,probs texcoord ?
  113. Coping from FBO's stencil to main stencil buffer ?
  114. Gritty deposit on FBO composited textures!
  115. GL3.3+ Instancing and VAOs
  116. glFramebufferTextureFace/Layer/2D
  117. FBO and Mipmaps
  118. glDrawPixels stops working
  119. Multi-Texturing Problema
  120. Texture Buffer Object Problem
  121. vsync broken when blitting to back buffer
  122. When does the DMA happen with PBOs?
  123. OpenGL pipeline
  124. Problem with moving a camera in glortho
  125. Straightforward (Linear) Panorama View
  126. Nvidia SLI AA : glReadPixels
  127. example how to rate arround a object
  128. Which one is faster?
  129. FBO UNSUPPORTED EXT with new drivers!
  130. OpenGL thread loading
  131. glDisable(GL_MULTISAMPLE) has no effect?
  132. FBO render to texture
  133. Multi-pass rendering problem
  134. Bindless graphics with OpenGL 3.x
  135. Rotation independant objects
  136. Point Sprites or Geometry Shader
  137. Stencil test fails second time?
  138. Heat effect
  139. mega vbo, any reservations?
  140. FBO problem
  141. Cube plane intersections points
  142. Tessellation
  143. Relief-Mapping depth parameter
  144. How to force to write in the framebuffer? (on AMD)
  145. glAlphaFunc and glColor - doesn't this combine?
  146. depth only draw into a texture array
  147. Returning to previously ended occlusion queries
  148. glBufferSubData use cases
  149. Handling Shader Name Collisions
  150. drawcall with no data possible ?
  151. why depth texture dosen't working
  152. associative non-premultiplied alpha blending
  153. Texture Width/Height
  154. Uniform Buffer Object Performance
  155. Transform feedback buffer
  156. Vertex arrays and buffers in OpenGL 3/4
  157. FBO Depth Texture display
  158. Camera matrix with GL3?
  159. Weird Texture Creation Failure
  160. Problems with projecting a texture on a surface
  161. A fast and actual and beautiful ocean
  162. Geometry shader massive slowdown / ATI Radeon 5770
  163. glVertexAttrib() without glBegin()/glEnd()?
  164. Open GL Volumizer : Links Broken/No reresources
  165. Depth buffer value, pixel position spaces...
  166. Text rendering in 3d space
  167. Slope scale depth bias in OpenGL 3.2 core
  168. PBOs and multithreading
  169. VBO with flat shading
  170. gl_NormalMatrix Replacement
  171. Delay in texture 2D slicing
  172. Core Profile Performance Advantage
  173. How can I make a glow effect please ?
  174. Multisampling makes things extra transparent
  175. Test whether two contexts are sharing lists/texes?
  176. Mipmaping in the absense of fixed functionality
  177. Multitexturing / glEnd : invalid Operation
  178. Fragment out uint with GL_R8UI texture
  179. EXT_stencil_two_side on ATI
  180. Constructing an orthographic matrix for 2D drawing
  181. Deferred texture loading?
  182. No fast_z_count pixels ?
  183. opengl off-screen rendering
  184. Two problem about shadow mapping?
  185. State Change - Texture Object vs. Shader Program
  186. Texture as Depth-Buffer with default Framebuffer
  187. glut offscreen rendering
  188. Unhandled exception ....DDERR_OUTOFVIDEOMEMORY
  189. Normals Problem? Claw like Artifact?
  190. using the same PBO for unpack and pack
  191. DXTC Compression and OpenGL3
  192. [Solved] Problem with RTT depth buffers
  193. Can't even draw a triangle with ATI and GL3
  194. How to use VOB with Materials??
  195. error with CG
  196. Shadow volumes for vertex-shaded objects
  197. Attribute buffer
  198. Using PBO and FBO for pixel readback
  199. Transform Feedback is not using the Vertexshader
  200. Feature or Loophole in Specs?
  201. Server Side Framerate
  202. Array Textures
  203. Client side list
  204. FBO render to texture and glReadPixels
  205. FBO, post processing effects and gluUnproject
  206. Nvidia Screen Position Bug?
  207. glTexSubImage in opengl es 1.1
  208. VBOs on OpenGL, like on ES 2.0
  209. Depth testing in OpenGL 3.3
  210. Optimal MSAA technique for a deferred renderer
  211. Read depth from FBO and renderbuffer
  212. Picking without depth-buffer information[SOLVED]
  213. Blend Problem
  214. OpenGL tessellation, problem tessellating concaves
  215. Alpha blending with multiple color attachments
  216. Texture issue on triangles batch
  217. nevermind
  218. MapBuffer works but not BufferSubdata
  219. glTexSubImage2D - independent RGB component update
  220. FBOs - shared or no in OpenGL 3.3?
  221. Are program pipeline objects shared?
  222. fast off screen rendering
  223. White depth texture using FBO
  224. DrawElementsInstanced, DrawArraysInstanced, batch
  225. Attention Admins: advanced samples MIA
  226. Texture caching using glActiveTexture
  227. Possible approaches to drawing > 200000 objects
  228. Why does FBO clip above ortho 0,0?
  229. How to readback PBO to main memory fast?
  230. Problem with FBO
  231. FBO mulltisampling
  232. Need help with 3D models: recomended formats?
  233. GL 3.3 core profile: Drawing w/hout VAO/VBOs
  234. Newspaper
  235. Reading depth buffer with glReadPixels
  236. C++ QT OPENGL PythonQt Contract Assignment Wanted
  237. High-Quality text rendering library in OpenGL
  238. Real-time Large Dynamic Mesh Rendering
  239. How To Circumvent Matrix Stack Limits?
  240. Loading textures using PBOs - best strategies
  241. 2x GPUs on Linux
  242. Are unsigned byte indices supported in hardware?
  243. WGL_SAMPLES_ARB values of 0 and 1
  244. Why there's no glMapSubBuffer ?
  245. Soft body dynamics, volume estimation, swamped...
  246. fbo trouble.
  247. FBO using Render Buffers
  248. Streaming my OpenGL Application
  249. Turning a book page
  250. GL_ARB_get_program_binary