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  1. What is faster:multiple FBO or multiple attachment
  2. how to rendering bouding box for ray casting ?
  3. Transform Feedback implementation
  4. TriLinear interpolation
  5. FBO doubt
  6. What is 2D acceleration with OpenGL?
  7. wglMakeCurrent issues
  8. Problem with coherent keyword on NVIDIA GTX 480
  9. problem with depth clamping
  10. Seeking maximum performance with PBOs
  11. Rendering to Multiple Windows using glut
  12. AMD frame buffer blit issue?
  13. Blending textures hav a shadow on the border. Why?
  14. DX11 deferred context is like GL display lists?
  15. gl_ViewportIndex unknown on GTX 580
  16. Per-component blend factors
  17. calculating normals in tess-eval-shader
  18. Element buffer binding is VAO or context state?
  19. GL_INVALID_OPERATION in glVertexAttribPointer
  20. SV_Coverage input -> GLSL?
  21. Current Crossfire support
  22. Old 7900 Support
  23. Using glTexImage2D with null data
  24. Subroutine API with subroutine arrays
  25. displaying jpeg in opengl
  26. tessellation shading and seamless displacement?
  27. LUMINANCE_ALPHA_FLOAT16/RG16F/FLOAT_RG16 ?
  28. chess
  29. Sampling from a 2D texture as it would be 3D
  30. xeon quad cores
  31. Lighting Mathematics
  32. GL_OUT_OF_MEMORY error
  33. Framebuffer object problem
  34. help needed with raycasting
  35. VBOs use vertex attribute for two vertices
  36. AERO-MECHANICAL SOFTWARE DESIGNS AND DEVELOPMEN
  37. How Does Multisampling Compute Color?
  38. Moving beyond the limits of 32-bit float precision
  39. batching style question
  40. I dont disable texture
  41. Shadow Mapping / z-Buffer texture on ATI card
  42. Textures in glsl
  43. Nothing written to FBO depth
  44. Unnormalized unsigned bytes as vertex attributes
  45. deffer render: depth
  46. questions about OpenGL with multilpe threads
  47. Asynchronous texture streaming using a PBO
  48. Tessellation levels in the 4.1 Specification
  49. 32 bits bit shifted uints trouble.
  50. gDEBugger is free!!!
  51. How to create multisample pbuffer
  52. Omitting Vertex/Normal/TexCoord pointers with VBOs
  53. Can't get G-Buffers work correctly
  54. Compositing video and primitives in OpenGL
  55. Rendering to Multiple Textures Separately
  56. Real GL_MAX_VIEWPORT_DIMS
  57. Optimal VBO array formats in OpenGL ES
  58. Multisampling fail
  59. Collaboration/Critical Design Project. GLSL shade
  60. glutAttachMenu(button)
  61. Tessellations and textures
  62. Target-FS output component count mismatch
  63. Compressed Volume Texture SubImage uploading
  64. glRenderbufferStorage -- internalformat values?
  65. Lighting observation when moving to Core profile.
  66. Mixing VBO and client memory arrays?
  67. Polygon Voxelization
  68. multiple vbos
  69. rom "beginner forum:" glGenBuffers causes exit
  70. FBO Multisample with crash
  71. Avoid sampling at the texture Edge?
  72. Compress images before reading back from GPU
  73. Build textures during runtime
  74. Efficent render to 3D texture
  75. Texture coordinates rules
  76. PBOs, memory location
  77. Record OpenGL scene
  78. Retrieve Video (Nvidia/ATI) Driver Version
  79. problem: geometry flashing...
  80. Updating single layer of texture array
  81. View Space Light Position Moving...
  82. Faster replacement for gl_NormalMatrix
  83. light pre pass artifact
  84. How to restore opengles textures /context
  85. Histograms and FBOs
  86. glReadPixels are killing my project!!!
  87. Multiple Convolution passes on 3Dtexture nopingpon
  88. Resulted Tessellated Vertexes
  89. Tessellated shapes
  90. using openGL to produce a mesh cube
  91. Mapping a sphere
  92. Programmability in the Pixel Transfer Pipeline?
  93. Generate mesh object
  94. Render bugs after recreating FBOs
  95. FAQ - Fixed function lighting position problems
  96. ATI: Corrupted data when using 3D textures
  97. Replacing pBuffers with FBOs(glow effect)
  98. FBO=>PBO transfer, glMapBuffer is impossibly slow
  99. How to blur an image?
  100. Multiple Render Target with texture3D
  101. Compressed 3D Textures
  102. Attaching a TBO to VBO
  103. drawing hyperbola in openGL
  104. how i can to optimize texture mapping?
  105. how to acelerate texture in post-prossecing?
  106. Working with floating point textures
  107. 2D Texture Array
  108. Magnification limit?
  109. OpenGl multi texturing with C#
  110. Shader Problem
  111. Render to multiple textures and Shaders
  112. ptr to glmapbuffer
  113. how to redraw the window with different data
  114. Buffer orphaning and multiple context
  115. Problems with multiple objects, shader & picking
  116. Saving & Restoring Depth Buffer to/from PBO
  117. Manual mipmap loading
  118. FBO, textures and MRT problems
  119. NV: Problems using integer attributes
  120. OGL Stereo Draw
  121. Change transparency for RGBA texture on the fly
  122. Using the GPU to accelerate high quality 2D AA
  123. different glBindBuffer for one glDrawElements
  124. sphere moving animation..its very urgent..thanks
  125. Function to render a flat 2D mesh
  126. VBO vs vertex arrays for particles
  127. OpenGl multi texturing with C#, Part II
  128. Map Me Again But Don't Waste My Time!
  129. WGL_NV_DX_interop
  130. glPolygonStipple
  131. Light bleeding
  132. Rotating an Object
  133. gl_VertexID issue
  134. gl_error 1282 when setting glVertexAttribPointer
  135. GL_NV_texture_barrier on ATI
  136. Modern polygon triangulation
  137. Are TBOs just as fast as PBOs?
  138. glTexImage2DMultisample() - fixedsamplelocations?
  139. Alternative to glBlitFramebuffer()
  140. I just don't manage to use texelFetch :-(
  141. default vs named uniform block
  142. drawing reflected rays in ellipse(optical property
  143. Confusion about the range of opengl Pixelformats
  144. Nothing drawn but the clear color on ATI
  145. Background thread rendering to FBO
  146. Better way to do transparency?
  147. Enumerating formats and other such things in GL
  148. maintaining pixel aspect ratio
  149. CUDA CANNOT perceive changing VBO with glMapBuffer
  150. Need help deciding engine future
  151. gl_ClipDistance[] in Tesselation Ev. Shader, NVIDI
  152. Deferred rendering and light position
  153. GL device caps database
  154. VBO as Queue?
  155. Uniform confusion
  156. debug output extension : is it working ?
  157. Whats new in opengl since 2003
  158. Multisampling
  159. How to change VBO by content of another?
  160. is this vbo pattern possible??
  161. Dynamic FBO reuse (2D / 3D textures)
  162. Display corruption caused by glPolygonStipple
  163. Multisample Framebuffer objects *without* NVIDIA
  164. Extending mass spring system to volume
  165. Depth texture bound to FBO and texture unit?
  166. Out of memory with glTexImage3D
  167. GL_NV_multisample_coverage & Texture alpha
  168. glGenFrameBuffers(EXT) always fails!
  169. frame capturing of transform feedback simulation
  170. occlusion query 2 problem
  171. failed to use Stencil
  172. Dynamic Index Buffers (IBOs) and glBufferSubData
  173. Stipple & Fog
  174. glMapBufferRange() behaves strangly
  175. Graphics memory leaks.
  176. EXT_direct_state_access & ARB_vertex_array_object
  177. Double Precision
  178. Multitexturing
  179. window-system-provided depthbuffer
  180. ARB_serperate_shader_objects sharing uniforms
  181. Streaming framebuffer readback
  182. Is indexed array not use for texturing?
  183. Pushing / popping the current program
  184. Problem with opengl -Its URGENT
  185. full screen quads : Instancing or GS ?
  186. Updating VAO data every frame not working
  187. glTexImage2D format paramets of _INTEGER flavour
  188. Multiple shaders: how to deal with attributes?
  189. Concept: Animation(Blender or other) to OpenGl ES?
  190. WGL_NV_DX_interop? example?
  191. Deferred Shading: depth pass
  192. Non-deterministic results from render to texture
  193. VBOs with vertex and normal indices
  194. Subroutine Bug?
  195. When do double precision VBOs convert to float
  196. glReadPixels - is this possible?
  197. newly created texture is filled with color
  198. Bloom effect
  199. OpenGL simplifying polygons
  200. efficiently clear buffers
  201. imageAtomicMin/Max not working?
  202. Perspective texture mapping
  203. Transformation of normals into eye space.
  204. scaling causes artifacts
  205. non power of two textures
  206. DrawBuffers2 extension and OpenGL 3.3
  207. EXT_transform_feedback
  208. ATI rendering to TBO and integer textures
  209. batching geometry
  210. Sorting 3D objects by material makes my game slow
  211. Offscreen Rendering vs Render-to-texture
  212. Trouble with the stencil buffer
  213. Volume Rendering - Transfer Function
  214. ATI why do you torture me so
  215. Matrix & Rotation Headache
  216. Having trouble with GL_FOG
  217. converting a world map texture to a mercator map
  218. light GL_SPECULAR doesn't work ?
  219. Blending
  220. Glut.BitmapFont makes program open & close
  221. ARB_debug_output maturity
  222. framebuffer over certain size : huge slowdown ?
  223. Plz help!!!!Trimmed surface Bounding Box
  224. information on tessellation shaders
  225. Fragment lighting proglem
  226. Deferred lighting and shadows
  227. Skeletal animation, 2D to 3D
  228. Render to RenderBuffer with Depth Test
  229. Compatibility of 3Dc / LATC?
  230. gluNurbsCallback function--cant use new glu functi
  231. Simple Shadow Mapping
  232. FBO + shader_image_load_store interaction
  233. FBO attachments with different shaders
  234. glHistogram is too slow! Pls help!
  235. draw a cube using a menu
  236. Object Position
  237. GUI
  238. Failing to use EXT_shader_image_load_store :/
  239. Getting a pixel / texel / point from a buffer!
  240. Buffering all render data
  241. Shadow mapping, bias before the w divide ?!
  242. About lighting and material on GL >= 3
  243. Why is GL_DEPTH_BITS deprecated in GL 3.3?
  244. How to switch the light on scoreboard?
  245. Getting started rendering maps
  246. VertexAttribDivisorARB not aliased
  247. glDrawElements not drawing end of large buffer
  248. FBO problems
  249. Rendering through a dll
  250. Anisotropic filtering in GL 3.3+?