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  1. Point sprite attenuation doesn't work on Android
  2. help with Shadow mapping with cube textures
  3. EXT_transform_feedback and Vertex Programs
  4. MRT on main framebuffer
  5. OpenGL 3.2 vs. 3.3?
  6. GL_TRIANGLES problem
  7. video/graphics memory from assembly
  8. Eye space lighting problem with Ortho projection..
  9. Pass-through vertex shader vs fixed pipeline: SLOW
  10. Transparency
  11. Stereoscopic 3D with frame packing.
  12. tilt effect?
  13. Multitexture Problems....
  14. Optimizing glDrawArrays
  15. Optimizing glDrawElements
  16. Mipmapping on Point Sprites
  17. texture memory
  18. GLIM Version 0.4 released
  19. How to clear images?
  20. Switching Framebuffers vs. Attachment
  21. Array Textures and Mipmaps
  22. Very odd problem with glActiveTexture..
  23. Image coherency
  24. Cubic environment mapping from a rectangle picture
  25. Glossiness and Specular Level
  26. Diffuse maps
  27. glVertexPointer before other glXXXPointer function
  28. Render to texture, without FBO
  29. Multi-Pass Materials and Framebuffer Combination
  30. Sorting by buffers, textures, or programs?
  31. GL 4.0, 4.1, backwards compatible
  32. OpenGL and hardware
  33. reloading animations
  34. glConvolutionFilter2D and 16 bit luminance data
  35. gluLookAt problems
  36. Problem of glVertexAttrib(...)
  37. Shadowmap Halo Effect
  38. How to transform into world space
  39. problem with spherical point sprite shading
  40. 8x 4-bit images in RGBA8888 with mipmapping?
  41. Display List and transition tranperenty
  42. cubemapping and texture coordinates
  43. Deep shadow maps on OpenGL?
  44. GL_EXT_transform_feedback problem
  45. One large texture or multiple small textures?
  46. gl Light Source follows the camera
  47. Violation in glDrawElements after reuse of vboname
  48. MRT with different background color
  49. Videofeedback with buffers
  50. glDrawPixels problem
  51. Intel and shared contexts
  52. opengl gluUnProject rendering problem(sparks)
  53. glInterleavedArrays - OpenGL ES 2.0???
  54. VSM Shadows Falloff inverted
  55. varying variables without vertex shader
  56. Strange behavior on 120 Hz monitor
  57. Summed Area Tables in GLSL
  58. Not strictly an OpenGL question.3D Sound in OpenGL
  59. Problem with glCompressedTexImage3D....
  60. SAVSM Shadows Numeric Instability
  61. PerfHUD for opengl
  62. Problem with textures with different graphic cards
  63. Weird shadowmap problem
  64. New extensions in NVidia GL driver 270.40
  65. OpenGL transform feedback alongside CUDA
  66. Shadow mapping - another approach?
  67. Compute eye space coord from window space coord?
  68. Cast texture or renderbuffer to different type
  69. If I draw without enable GL_VERTEX_ARRAY in 2.1
  70. Problem to pick a line and arc object in opengl
  71. Render to cubemap
  72. opengl implementation of j2me's drawregion()
  73. FBO depth map almost completely washed out
  74. Custom Z Buffer Rules
  75. Turn off multiple texture units
  76. implement drawRegion() interface
  77. Why is glewIsSupported() wrong?
  78. How to: from OpenGL 2.1 to 3.3 core?
  79. [4.1] VAO glBindVertexArray - Invalid Operation??
  80. flickering in wireframe, polygon-mode GL_LINE
  81. Sharing OpenGL VAO/VBO/etc. via QGLWidget contexts
  82. 2d texture arrays vs multi texturing
  83. SRAA - GBuffer Costs
  84. Avoiding state switch when changing blend function
  85. Copy depth buffer to R32F texture ??
  86. can GL_COMBINE implement a expression with if else
  87. Positioning issue using transformation matrix
  88. High Poly Object rendered very slow
  89. Z buffer offsetting for GL_LINE
  90. Would instancing be good in this case?
  91. New device extensions/capabilities database
  92. Create second context
  93. graphic debugger
  94. drawing on textured object - then read texture
  95. OGL3.1 - Resize that stays in shape
  96. Post processing screen effects
  97. Dev Image Library's ilGetPixles and ilSetPixels
  98. glGenBuffers returning non-unique names.
  99. Quaternions rotation
  100. glTexImage2D failing on Windows/Qt ???!!!
  101. ReadPixels( DEPTH, FLOAT ) - Strange results
  102. glGet macros allways return zero -- even at start
  103. Deferre shading with multiple viewports
  104. GL_PATCH and primitive generator misunderstanding
  105. How to enable a vertex attribute array with VBOs?
  106. problem with glGenBuffersARB
  107. Per-program uniform storage size vs. per-shader
  108. MultiPass with FBO
  109. Convert user view to Camera view.
  110. Bind video texture to opengl primitive
  111. OpenGL Jobs on US east coast
  112. Looking for Adv. GL Programmer to help - Job
  113. how to verify max feasible cubemap size?
  114. image sampling issue
  115. How to use multiple simultaneous depth units?
  116. Strange bug with GL_ARB_occlusion_query (ATI)
  117. Job -Help with Integrating Kinect into Custom Game
  118. Layers on z axis
  119. Transform Feedback problem
  120. glMapBufferRange performance issue
  121. Half float pro's and con's?
  122. GPU ray casting speed
  123. Pan tilt Camera and augmented reality
  124. GPU minimal texture size
  125. Improve Loading Times
  126. QBS and the depthbuffer
  127. OpenGL multiple textures same surface, problem
  128. Generating Texturespace Fragment Shader
  129. Polygon Edge Smoothing with Shaders
  130. Informal Forum Posting Guidelines: Commentary
  131. Firefox causing GL_FRAMEBUFFER_UNSUPPORTED
  132. cockpit camera in flight simulator
  133. Can I render and update VBO at the same time?
  134. Multiple Dynamic Light Sources in GL3
  135. Save vertices to texture problem
  136. change projection matrix every frame?
  137. fragment shader output
  138. Help for OpenGL 4
  139. VBO and Moving Parts
  140. Texture output/input sync problem
  141. Lost Device
  142. Frame buffers/fragment shaders - problems on ATI
  143. Legitimate use case for noperspective
  144. Should I minimize number of textures?
  145. Should I avoid rebinding the same texture/shader?
  146. texture atlas , adapt UV
  147. Is there effective way of storing distance data?
  148. GetUniformLocation vs. GetUniformIndices
  149. Very Very Strange results with shaders
  150. glDeleteLists()
  151. collision detection
  152. Sudden drop in glReadPixels performance
  153. Tessellation shader question
  154. Correct 2D Drawing
  155. How to query the value of a uniform block element?
  156. ARB_instanced_arrays = slow?
  157. Laptops with a lower power card + an real GPU
  158. VBO/IBO use plus issues on Nvidia
  159. CSM + Slope based Bias + PCF
  160. IK Points Skeletal Animation
  161. Vertex Cache Replacement
  162. Performance at lower mipmap level
  163. Reduce fragment operations
  164. Colors
  165. Outlined OpenGl text like Google earth
  166. Fast upload to GPU
  167. FBO resolution problems
  168. VBO not getting data
  169. How can I fix shadow edge swimming in CSM ?
  170. Timing transform feedback
  171. Degraded image with glReadPixels from back buffer
  172. FBO with glDrawBuffer(GL_BACK)
  173. GLSL back face culling
  174. anyone help me for rotate this circle
  175. Drawing beautiful lines
  176. Need to speed this up
  177. GL_MULTISAMPLE and GL_STEREO together?
  178. 16bit Short Texture / Bitwise Ops in Shader
  179. VBO initialization order wrt VAO
  180. glCompressedTexImage without specifying data?
  181. Regarding texture buffer object
  182. glDrawArrays & memory access weirdness
  183. sRGB Renderbuffers in GL2.1+
  184. Best guess, two options for combining textures...
  185. glBindBuffer, glBindTexture w/ name 0 deprecated?
  186. modify particles engine code to dust
  187. Opengl & Hardware Acceleration
  188. Depth texture use.
  189. History Question: After the Model View
  190. weird behaviour for ping-ponging
  191. glLineWith problem
  192. Point primitives & clipping
  193. MultiSampling
  194. glDrawElements causes GL_INVALID_OPERATION
  195. Missing enumeration type information
  196. Float Equality
  197. GPU-accelerated path rendering
  198. Planar shadows in Space,..
  199. Transform Feedback and Random Pixels
  200. glCompressedTexSubImage3D speed on ATI
  201. Question regarding Octree Texture & LOD
  202. Slow initial texture upload with PBO
  203. front to back blending issues on Linux
  204. 3D face in openGL
  205. Vertex Buffer/Index Buffer help
  206. Idle-callback animation
  207. Multitexturing a gluNURBS object
  208. vertex and pixel shader to draw a point as sphere
  209. Basic geomerty shader problem
  210. Regarding geom. shdr (output tri. strip) [Solved]
  211. SIGGRAPH 2011: Predictions
  212. Regarding transfrm feedbk with gemetry shader
  213. pick point 3D
  214. glTexSubImage2D blocking?
  215. OpenGL 3.0 Deprecation -- Ancient Functions
  216. FBOs: depth works but not color
  217. Gloss mapping in fixed function pipeline?
  218. How do occlusion queries account for the near clip
  219. Auxiliary buffer
  220. Scared of ARB's glext.h
  221. atomic_counter vs image_load_store
  222. Front/back Triangles of the selected region
  223. OpenGL Context Management in Multithreaded Environ
  224. GL_DST_ALPHA blending different under Mac vs Win
  225. Siggraph 2011 BOF Presentations
  226. Sugest/help for simple gameplay physics Java/lwjgl
  227. Greyscaling an image in GLES 1.x
  228. glBindVertexArray and glBufferSubData interactions
  229. Uniform Buffers and BindBufferRange
  230. Heads up display (HUD) dynamic text input
  231. partial texture transfers using PBOs
  232. VAO usage pattern
  233. Android, ES1.1, ETC1, Mipmaping
  234. Spec file bugs
  235. MRT with FBO not working
  236. glUniform + VBO bug?
  237. How to apply vertical and horizontal blur shaders?
  238. Obtaining projection Matrix, from Intrinsic Matrix
  239. Transform Feedback and Geometry Shaders
  240. Performance loss with glVertexAttribPointer
  241. Using queries to cull objects
  242. 16 Byte aligned Textures
  243. Confused - GL_ACTIVE_PROGRAM/GL_CURRENT_PROGRAM
  244. multi pass rendering with shadow mapping
  245. GL_LUMINANCE problem
  246. glTexSubImage still unacceptable slow
  247. Shadow mapping and multiple lights
  248. Antialiasing and Transperancy
  249. Multiple Program Uniforms
  250. glVertexAttribDivisor and its index input