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  1. Performance Issue
  2. using opengl to render video
  3. Bit-Wise Shift
  4. opengl and transparency
  5. Video demonstrations of NV_path_rendering
  6. Gemoetry shader view frustum culling
  7. OpenGl es 1.x Mipmap question.
  8. Texcoord weirdness using ARB vertex program
  9. gl_FrontFacing
  10. ARB_transform_feedback3 only for points ...
  11. Radeon MemoryLeak on glBlitFramebufferEXT
  12. Instancing
  13. Pseudo-instancing: help needed with some code part
  14. camera/normal dot product and projection
  15. Coloring picking id out of render buffer?
  16. Point antialiasing and gl_PointSize
  17. wglCreateContexAttribsARB strange lasterror
  18. using GL_LINEAR_MIPMAP_LINEAR filter cause crash
  19. "Single-pass Wireframe Rendering" Problem
  20. Shared GL Context
  21. Uniform Buffer confusion
  22. demosaic and timestamp video
  23. FBO glClear not clearing the entire texture
  24. What are the limitations of FBO?
  25. Getting OpenGL to render in a specific raster
  26. Any tips when drawing translucent objects
  27. how to show the section plane of a 3D-object
  28. DSA on core profile contexts under nVidia
  29. Stencil when rendering to FBO
  30. Transform Feedback
  31. occlusion queries and framebuffer object
  32. How to remove material from Solids?
  33. OpenGL Uniform Buffer std140 layout, a driver bug?
  34. OpenGL an QT Eclipse
  35. off topic - Volume Rendering question
  36. NOPT texture on OpenGL 1.4
  37. BPTC for non-image data
  38. Map range flags / Buffer usage - Nvidia drivers
  39. Regarding pause/resume transform feedback api
  40. Depth-writes for back-facing polygons only
  41. Drawing parts of a VBO
  42. Asynchronous transfer between CPU and GPU
  43. PBO + ATI + compression -> exception
  44. FSAA application and device settings
  45. Surface of revolution unwanted drawings
  46. Shadows maps refinement
  47. glBlitFramebuffer & buffer write masks
  48. opengl slow(or fps limit) until start browser
  49. Interaction between libraries from a GLUT callback
  50. VBO problem, different in 2 applications
  51. Problems drawing my texture
  52. Shadow Mapping work on Intel but not Nvidia?
  53. glTexImage2D vs glTexImage1D
  54. vsync and fps
  55. Cg3.0 gp5gp profile no support for VIEWPORT_INDEX
  56. Texture format for a landclass texture
  57. Avoid glClear( GL_COLOR_BUFFER_BIT )?
  58. Zero-values in TBO
  59. Framebuffer Bind Problem
  60. how to draw minor arc not major arc
  61. VAO and Bindless
  62. problem with setting up intrinsic matrix
  63. nv: debug output performance messages
  64. From Screen Coordinate to OpenGL coordinate
  65. srgb Renderbuffer?
  66. How can i get the depth of Point(x,y)
  67. Local to World rotation angles.
  68. OSX GL3.2 and VAO
  69. standard C code to extract .spec info
  70. help visualising the contents of Integer textures
  71. Offscreen rendering without a window
  72. amd: no callstack with debug context
  73. lightmap textures with 3 ch. instead of 1? why?
  74. Strange rendering bug, please help me debug it :(
  75. Render to texture
  76. Gamma correct texturing scene: Suggestions?
  77. why no texture batch?
  78. multitexture as common lightmap fall all drawing?
  79. transfer the screen space back to clip space, how?
  80. Getting GLContext on a Tesla
  81. Render behind existing image
  82. Sharing display list with more than one context
  83. Sharing texture objects between multiple contextes
  84. How do bevel effects work?
  85. Creating vertice and index arrays for VBO
  86. sRGB doesn't work on FBO with attached depth
  87. OpenGL ES 2: length and normalize in iPad
  88. GUI for OpenGL graphics
  89. How is gl_TessCoord computed?
  90. Elegant handling of the up vector in glm::lookat
  91. Can the matrix be changed in the middle of a draw?
  92. Multithreaded OpenGL questions.
  93. OpenGL spec error for texture units ?
  94. Heat distortion with respect to the depth buffer
  95. Options for passing multiple textures to a shader
  96. problems with sharing depth buffer in FBO
  97. SkyBox in OpenGL
  98. Converting geometry for WebGL
  99. Mipmap errors on a Variance shadow map
  100. Cost of textureSize
  101. OpenGL context without using X11
  102. opengl alignment for 3d shapes
  103. streaming VBO and VAO
  104. Wrong values using image and image_load_store
  105. Tex coord shifting with fractional vertex pos.
  106. Shadow Volume
  107. attaching snorm texture to fbo
  108. premultiplication in FBO for anti-aliasing
  109. Render depth to texture issue
  110. Questions about speed
  111. Border of Alpha-Blended Textures get black
  112. color attachment to default framebuffer
  113. nvidia output_debug error 131185 ?
  114. Texture Buffer Object and texture cache
  115. Alpha to coverage: how does it actualy work?
  116. Rendering method
  117. glPrioritizeTextures, ...in practice
  118. GLSL bug?
  119. stencil routed k-buffer problem
  120. Tile troubles
  121. Instancing Problem
  122. Float textures Framebuffers GLSL color clamp to 1
  123. no depth information while picking objects
  124. Enabling the GPU for VBOs
  125. Performance problem with a small voxel engine
  126. GL_EXT_texture_filter_anisotropic
  127. Regarding mouse event handler,
  128. Clamping of depth buffer
  129. VBOs and material properties
  130. which is Best 3D model file to learn and use.
  131. FBO problem
  132. Java Port of www.arcsynthesis.org Hello, Triangle!
  133. choosing Core vs Compatibility contexts
  134. bindless graphics + glMapBufferRange
  135. Fast Sprites and VBOs
  136. glPushAttrib/glPopAttrib side effects?
  137. shadow texture lookup always returns 0
  138. Normal Map Filtering
  139. Regarding mapping multiple buffer objects
  140. Cel-Shading effect on BMP model textures?
  141. Toon shader with Texture. Can this be optimized?
  142. back face culling
  143. Multisample depth buffer precision issues
  144. Question concerning an ATI Depth Of Field paper
  145. flat shaded polygons (fe-mesh) with VBO ?
  146. Getting depth texture values in shader
  147. Regrding defrred rendring wth 2 shders [SOLVED]
  148. Splines and VBO ?
  149. EXT_occlusion_query_boolean on Android
  150. Rgarding CUDA+PBO slow down
  151. Problem with render to texture
  152. glUniform* with location = -1
  153. Accumulative motion blur at 30fps
  154. Feedback loop using FBO and texture, a valid case?
  155. Framebuffer not bliting depth buffer
  156. pbo update : refresh rate non constant
  157. OpenGL 3.x and vbo problem
  158. Material concept with uniform buffers?
  159. GL_NV_path_rendering missing from current glext.h
  160. VBOs and glDrawElements() with JOGL
  161. GL_EXT_depth_bounds_test
  162. cross-section
  163. orientation and direction
  164. Exceeding maximum total texture handles?
  165. Inconstant time with occlusion query inside FBO
  166. Moving object in 3D space
  167. Shadow Mapping - aliasing and merging
  168. about lights
  169. RayTraced Sphere Perspective issue.
  170. Slow shader compilation
  171. glReadPixel on Intel HD graphics
  172. GL_POINTS resize/rotate etc.
  173. Multiple thread using OpenGL
  174. Shadow Mapping - merging textures
  175. Photoshop to glcolor4f
  176. GLSL equivalent of glPolygonOffset
  177. 3d Animation import in opengl vc++
  178. coordinates
  179. Integer textures and integer samplers
  180. Perfs: using 1 vs. multiple samplerBuffer objects?
  181. How to delete a texture which is on a quad?
  182. glVertexAttribPointer - invalid operation [nVidia]
  183. Texure mapping anti-alias
  184. Problem in blend texture to draw translucent line
  185. camera,view matrix,scnen graph
  186. Core 4.2 and use of VertexAttrib{1234}{sfd}(...)
  187. Large bitmaps
  188. self downsampling multisample texture to classical
  189. Draw pixels to frame buffer
  190. how to load multi-texture 3ds
  191. projections
  192. Transformed colour model
  193. how to get VERTEX_ATTRIB_ARRAY_DIVISOR_ARB ?
  194. Using textures as render target
  195. FBO - shadow mapping
  196. Facial Expression Animation Projec : compile error
  197. Shadow plane/matrix woes (webGL presentation inc.)
  198. can i develop API's for Vxworks
  199. Open GL source code for APIs
  200. ARGH, can't create a non 4.2 context on AMD driver
  201. Uniform arrays in OpenGLES
  202. Regarding per-vtx normal in geometry shader
  203. Platform dependent parts of open GL API
  204. Vxworks+open GL
  205. wglMakeCurrent returning ERROR_BUSY #2
  206. OpenGL and OpenCL running simultaneously
  207. Using IBO offset causing crash with OpenGLES 1.1
  208. glPatchParameteri in core profile?
  209. glUniform...what is it really doing?
  210. Using the stencil buffer..
  211. sRGB and normals
  212. Stencil buffer artifacts
  213. c++ terrain loops
  214. Particle Plane Collision
  215. Tessellation shaders and compatible hardware
  216. Vertices not always being clipped to view frustum
  217. Texture Sprite giving Depth Test Artifacts
  218. "Region" attributes in a VBO
  219. 3D graphics supporting APIs
  220. Transform Feedback, different source target ranges
  221. 3D vertex animation thru mpg like playback anyone?
  222. VAOs and GL_ARRAY_BUFFER binding
  223. Manual bilinear PCF seams on AMD
  224. fbo gltranslate
  225. shadow question
  226. TexFetch and texture coordinates
  227. using program binaries for shader cache
  228. Mesh Merging
  229. Framebuffer copy issue when using FBO objects
  230. Performance improvement
  231. depth texture modification
  232. Reference docs on Wiki
  233. order of translations/rotations
  234. hittest / glupickmatrix / selectionbuffer
  235. Shadow Mapping work on Nvidia but not on Intel?
  236. Core requires more streamlined assets
  237. glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW
  238. Shadow Mapping and MultiTexture problem!
  239. glRasterPos is slower on QT4.8 than QT3.3.6
  240. Prob. with uniform buf. and shader binaries in ATi
  241. Problem with GLSL control flow on ATi
  242. DevIL screenshot
  243. glMultiDrawElements + VBO
  244. Large meshes drawing slowly
  245. Implementing a Dynamic Shader System
  246. Viewport scaling problem
  247. problem with loading HDR image using pbrt
  248. Depth output from another POV
  249. Transform feedback issue
  250. glUnmapBuffer while keeping glMapBuffer memory val