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  1. Question about the "atomic counters"
  2. Pooling PBOs?
  3. nv: debug output Buffer Object state -> low perf.
  4. VBO performance drop with newest drivers/hardware
  5. rotation
  6. Geometry Shader Output Limits
  7. Query linear sampling support(PCF, float tex)
  8. OpenGL accumulation buffer
  9. Trying in vain to get a VBO implementation working
  10. All points inside polygon using rasterization
  11. glGetString fails.... but not always
  12. Layered Cube Map Rendering - only one face written
  13. Nearest texture filtering tiled texture
  14. blending
  15. Alpha Blending
  16. VBO Usage for spherical quadtree-tiled terrain
  17. how to create an attribute array for primitves
  18. Capture OpenGL stream
  19. Moving A Ship Rotation Problem
  20. Regarding performance comparison (R2VB vs TF)
  21. QGLViewer - Depthbuffer z distance
  22. Vertex Operations- efficiency
  23. glDisableVertexAttribArray not working?
  24. Improve performance: Render 100000+ objects
  25. Texture disappears!
  26. Colorblending
  27. Tessellation Evaluation Layout Primitive Ordering
  28. Rotation around 3 axis'
  29. glScale3f but on a GLSL vertex shader?
  30. Ensure swapbuffer at every vsync?
  31. Importing IGES Object Files
  32. OpenGL with networks/sockets
  33. Rotate object on absolute axes, the order matters
  34. OpenGL / Direct3D projection matrices
  35. Dynamic No of Out Vertices Tessellation Control
  36. I'm really trying hard to learn GLSL
  37. Shadow filtering: PCF better than VSM?
  38. Geforce 680GTX and bindless textures, OpenGL ext?
  39. Query Format of Image Uniforms?
  40. News : Nvidia deeply unhappy with TSMC
  41. Shader uniform buffer and glFlush problem.
  42. Rendering High Order Bezier Patches
  43. Need to implement light beams under water
  44. Radial/Equirectangular environment mapping
  45. Problems Rendering Vertex Buffer Objects
  46. Radiosity with OpenGL
  47. Fast Way to Clear a Texture
  48. Trying to translate a specific vertex help! :(
  49. Obtaining z and angle of incidence
  50. drawing/moving constantly in a for loop?
  51. Can shader read from target framebuffer?
  52. [SOLVED] GLSL subroutine unselectable
  53. shared depth buffer
  54. How to create a flash game using OpenGL with C++
  55. Painting a models texture from a 3d model
  56. GL_ARB_multisample
  57. OpenGL 3.x: perspective projection problem
  58. WGL_ARB_multisample
  59. Stitching adjacent meshes
  60. PolygonOffset state and the depth test
  61. Deferred Lighting Headache OpenGL + NvidiaCG
  62. Nvidia Bindless and glVertexAttribDivisor
  63. Free AUX_RGBImageRec ressource impossible
  64. Out of memory problem
  65. C++ opengl sfml obj loader help
  66. alpha blending of multiple render targets
  67. FBO issue: glViewport set, only draws one part
  68. XIO error on NVIDIA Quadro FX 3800 with OpenGL
  69. OpenGL: Draw a depth texture to depth buffer
  70. Request all API list of OpenGL 1.3 Specification
  71. loading md2 model dll
  72. Adequate option for painting app
  73. [solved] textureSize with GL_LINEAR_MIPMAP_LINEAR
  74. Problem with texture arrays
  75. RTT, FBOs and Multisampling
  76. Do OpenGL and CUDA/OpenCL run in parallel?
  77. Fastest solution to compute normal
  78. uploading a texture from a different thread
  79. Being told when glBufferData is effectively complete?
  80. Several Textures applied to 1 Vertex Buffer Object
  81. OpenGl Texture unit problem
  82. Volumetric lighting using Shadow volumes
  83. Supported OpenGL internalformats
  84. System memory use of client side vertex arrays and VBOs
  85. SDK API ref pages down much of the time
  86. Spherical texture coords along the axis
  87. Performance of FBOs in various situations.
  88. What is the 3rd "vector" in the arguments of LookAt?
  89. New challenge!, inverse transpose matrix under GLSL 120... !!!
  90. Performance advise for OpenGL 4+ ?
  91. render only non-black pixels
  92. Problem with HDR rendering
  93. Limit of 32 samplers in GLSL shaders
  94. API about glVertexP{n}uiv(GL_INT_2_10_10_10, const int *value)
  95. OPENGL Blending function - replacing colors slowly in a layering manner
  96. maze using openGl C#
  97. Texture arrays and framebuffer objects
  98. Shadow Volume problem
  99. Concurrent buffer data store creation and drawing in OpenGL 3.3
  100. Teaching OpenGL
  101. Multisampled FBO problem
  102. selectively write to one target with multi-render tagets
  103. misterious crash when attaching mipmapped texture to FBO (ATI only)
  104. Should geometry shader preserve primitive order or am I just lucky?
  105. 2 different projection matricies
  106. Nested loop in GLSL causes driver crash.
  107. Skeletal animation -- good test cases?
  108. virtual object occluded by real object
  109. What ever happened to 16bit float pbuffers?
  110. retrieve multisample texture content in buffer object?
  111. ARB_texture_storage
  112. OpenCL interop performance
  113. Outline with GLSL ?
  114. How Do I Convert Mouse Position Cordinates to OpenGL cordinates?
  115. glTexImage2D PBO Uploads take a lot of CPU time?
  116. Pick Selection Editing by Points and Lines
  117. Several 'fixed' FBOs vs. one FBO with frequently reattached textures?
  118. distance-field texture magnification algorithm
  119. glPrimitiveRestartIndex()
  120. The role of a Assembler in the driver
  121. Can't read pixels from multisampled FBO.
  122. Need Suggestions How to load the .3DS file+ .jpg image in opengl
  123. nVidia : input-dependent texelFetch in multisample texture always retrieve sample 0
  124. Packed Vertex Data Formats
  125. How to get vertexes from OpenGL
  126. ARB_vertex_array_object and display lists
  127. GL_EXT_transform_feedback + lod selection + frustum culling = slow
  128. Oblique vs Standard projection matrix
  129. glDrawBuffers(N, {GL_NONE, GL_COLOR_ATTACHMENT...}
  130. IOS shadowmapping
  131. How to back-Culling in wireframe mode between meshes?
  132. Combining Points into one VBO
  133. Failed usage of GL_COMPRESSED_RGB
  134. transform feedback + glDrawElementsInstanced
  135. PBO causing OpenGL out of memory warnings
  136. Uniform Buffer Object Performance
  137. tbb and opengl scenegraph
  138. Changing default OpenGL color interpolation
  139. With newer hardware is there any way to make the whole OGL stack double precision?
  140. Only getting one pixel of a texture [Windows]
  141. ARB_instanced_arrays + ARB_vertex_array_object
  142. Texturing a terrain (texture splatting?)
  143. Problwm with UBO and glBindBufferBase
  144. How to load 30 BMP frames to device ?
  145. Anti-aliasing with fragment shaders and textures
  146. Having trouble with imageBuffers
  147. Multisample & glCopyTexSubImage2D
  148. Drawing to multiple windows
  149. how to merge to images to one image?
  150. context sharing and synchronization
  151. Tangent space calculation at UVs bounds
  152. How to load a 3Ds max file or how to import a 3DS max into opengl
  153. Introducing Regal...
  154. How to load a 3Ds max file or how to import a 3DS max into opengl
  155. Rendering similar camera views in one go
  156. glVertex3f(x,y,z) internal function
  157. About "alpha test"
  158. Fullscreen quad invoking fragment shader twice along triangle seam?
  159. Interesting discoveries about 4.3
  160. GL_ARB_instanced_arrays slower than glLoadMatrixf
  161. Write to gl_FragDepth with early_fragment_tests
  162. FBO Textures
  163. Stencil buffer problem
  164. Data Transfer, comparing efficiency
  165. Ray Casting and Rotating
  166. How to clear part of texture buffer
  167. Multiple Texture Arrays
  168. FrameBuffer mixing with BackBuffer
  169. non power of two texture mipmaps
  170. Relief mapping artifact
  171. OpenGL sampler2D as argument into subroutine method causes error
  172. GL_FIXED documentation
  173. Draw order for a game renderer
  174. glDrawElements() blocking in CPU - takes 5ms to return
  175. Selective additive blending?
  176. robust ARB_debug_output example?
  177. FBO Creating: Why always incomplete read buffer?
  178. Texture Mapping
  179. Sample Independent Blending onto Multisampled Framebuffer
  180. Scale and rotate video feed
  181. Counting Fragments w\ Occlusion Query & Atomics
  182. synchronizing opengl with multiple threads
  183. Convert to HLSL clip-space as a last step in vertex shader?
  184. Help compile a list of reasons for rendering failure
  185. Improper rendering with strange shading or what..?
  186. Adjusting vsync through code and general vsync question
  187. Some multithreading questions
  188. About VSync
  189. Fast Stencil Light Volumes for Deferred Shading
  190. the precision issue in 16 bit Z-Buffer
  191. Shader Storage Buffers and atomic_uint
  192. vsync on secondary display
  193. AMD: glGenerateMipmap weirdnesses
  194. Dynamically generating buffers during runtime
  195. Fontmaps
  196. GL_ARB_Debug_Output - what do you need ?
  197. [Education] Proposal for the advanced graphics course
  198. 1px line using triangles
  199. How to display true 10-bit color
  200. 3D screen precision of OpenGL
  201. How to save mesh results got in opengl to New York University file format (.m) ?
  202. Using same VAO for different passes (performance)
  203. Hardware-specific: vertex_attrib_64-bit and double-resources
  204. Interest in specialized GL function loader.
  205. Drawing without attrib array enabled gets "optimized out" by AMD driver?
  206. Rigid Body Physics (OpenGL)
  207. gluUnProject without glReadpixels
  208. Deferred Rendering: Depth-of-Field Blur
  209. projective texture mapping and shadow mapping
  210. GL_POLYGON_MODE missing from glcorearb.h?
  211. inconsistent alpha values in multisampled buffer
  212. sized array of float as parameter to nvidia cg shader
  213. Intel HD graphics mutlisampling problem (bug?)
  214. Linear Fog and glFrustum
  215. Number of invocation of vertex shader
  216. NPOT texture allocating problem
  217. GPU-based volume raycasting
  218. Boundary representation
  219. About tessellation shaders
  220. Multithreaded Issue Rendering To Multiple Windows That Have The Same Pixel Format
  221. Implementing clipping in 3D Space
  222. Large vertex buffer and out-of-memory error
  223. glDepthRange (4.2+) vs. glDepthRangedNV
  224. Problem in Texture Render to a box
  225. Image variable capabilities in modern GL hardware
  226. Attaching texture to framebuffer for reading causes slow rendering later
  227. Display lists and Texture
  228. Alt + Tab not working with my OpenGL app
  229. Question about automatically choosing current OpenGL window
  230. VBO Problems
  231. Android OpenGL ES 2.0 Out of memory error!
  232. on android 2.3 ,how can I ensure the higher resolution while enlarging a 3D object?
  233. transform feedback
  234. MAX_VIEWPORT_DIMS problem
  235. specifying samplers in shader
  236. Image Load/Store: barrier() and memoryBarrier()
  237. lenticular virtual image
  238. find the location of texture uniform
  239. transform feedback using attribute locations
  240. GL_LUMINANCE and pbo : slow !
  241. How to draw a line between GL_NEAREST 1D texture colors ?
  242. combining Z-buffers
  243. Shared context and multi-threading
  244. need help
  245. Urgent help needed!!
  246. Generating indices for a triangle grid
  247. ssbo/image load store woes
  248. Vertices with different attributes and Array-objects
  249. Interpolation functions
  250. Updating dynamic vertex buffer (frequently)