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  1. selection&added clipping planes
  2. Quake3 bsp question (not really openGL question)
  3. Textures with alpha channel concerns
  4. Triangle size
  5. surface Rendering
  6. 128X128 texture causes CRASH!
  7. Converting to Black/White image
  8. Has anyone else seen this
  9. How to show object-color through light-color?
  10. SMP in Q3A (question to the NVidia guys out there)
  11. drawing in different buffers
  12. Math problem
  13. Open Inventor for Windows
  14. about 16bit texture
  15. about glDrawArrays
  16. Directdraw over a Opengl window possible?
  17. Setup View Frustrum Defined By Planes??
  18. gluScaleImage appears to be corrupting my data
  19. Ways to avoid binding textures
  20. Rendering scenarios
  21. How Expensive are redundant State Changes?
  22. glNormalPointer question
  23. Driver transform speed without HW T&L
  24. Polygon tessellation problem
  25. Displaylists and T&L
  26. GL_STACK_UNDERFLOW error?
  27. texture coordinate array enabled but texture mapping not?
  28. FXT1 texture compression Photoshop plugin
  29. GL_BITMAP
  30. mirror,mirror tell me who is beautifull?
  31. 4 bits textures on GeForce boards q?
  32. gpu idle?
  33. How to optimize glCopyTexSubImage2D?
  34. Kernel386 error...
  35. Depth-Sort
  36. GDI and openGL etc.
  37. dragging objects under a mouse
  38. blending
  39. opengl contests...
  40. multitexturing
  41. modelview matrix question
  42. Edge Flag annomaly
  43. Smooth texture-transitions..
  44. Realtime Skeletal Deformation
  45. landscape optimisation....
  46. About Q3's face_t & brush_t
  47. Trouble with color depth!!!
  48. Hardware View Frustrum culling---is it possible?
  49. glCopyTexImage2D Problem
  50. Curved Surfaces
  51. Maybe a bug in VC++
  52. i need a c code, that opens a *.exe application(not opengl question)
  53. Pointing your model in the correct direction?
  54. Vertex Array
  55. displays lists vs arrays
  56. Normals - Where do they point to???
  57. Offscreen rendering
  58. glut with ms-vc and asus gf2
  59. Can anyone help?
  60. how draw lines or squares with the mouse?
  61. How to rebind shared textures?
  62. Multithreaded OpenGL in W32 child-windows
  63. win2k and MSVC
  64. Volumetric effects
  65. hardware accelerated transparency
  66. AAS files
  67. Tri-Strips
  68. 3d studio max importing
  69. Bug in W2K OpenGL?
  70. Textures & Vertex Arrays question...
  71. ase documentation
  72. Flickering Mouse Cursor
  73. SGI's RGB read_texture function: Public domain?
  74. Per Pixel Coloring for Nice Color Ramp
  75. typo in glext.h?
  76. Require immediate help
  77. generating tex coords
  78. glutGameMode & vsync
  79. slection by color
  80. using glReadPixels
  81. Using global variables in VC++
  82. Quake 3 and Vertex Arrays
  83. OpenGL in Java
  84. _auxDIBImageLoadA@4
  85. OpenGL and ActiveX controls
  86. Best Data Structure
  87. Self illum primitives
  88. Vertex Sharing.
  89. mouse dragging - help
  90. Accumulation buffer
  91. ARB_Multitexture question: Opacity levels for each active tex unit?
  92. opengl freeze windows with s3 video card
  93. CLAMPING FRAME RATE TO VERTICAL REFRESH
  94. Upcoming pixel/register glEXT's, problems with DX8 Pixel Shaders, & more-
  95. opengl and win 32
  96. What do drivers do actually?
  97. Detecting edges
  98. Volumetric fog problems......,
  99. NVOPENGL Error
  100. Visibility Algorithms
  101. gluSphere and Textures
  102. Plugins/Loaders
  103. Depth sorting polys!
  104. Sofimage loader
  105. best zoom & fit a 3d geometrical object into the other generated from raw
  106. wglUseFontBitmaps - Performance Hit
  107. GL_COLOR_LOGIC_OP Oddity.
  108. Texturing the front and back of a quad...
  109. Preferred method for determining extension support (WIN32)...
  110. Updating multiple views in MFC
  111. NVIDIA GeForce 2 graphics corruption using OpenGL
  112. Anyone know about OpenAL....
  113. Data Structures and Vertex Arrays
  114. My data
  115. What are Octrees, bsps, etc. ?
  116. view dir from modleview
  117. Transparency Question?
  118. Copying data to VAR..
  119. Code for 2d Maze
  120. 2D Maze Code
  121. 2d map editor ?
  122. shadow stitchling problems
  123. Can this be done fast?
  124. win32
  125. Interleaved arrays and static data and not getting any!
  126. VAR boggles...
  127. camera rotation matrix calculation
  128. which side of a plane is a vertex located?
  129. glReadPixels and glDrawPixels
  130. Multiple GL Windows
  131. Dimensions in the OpenGL Matrix
  132. Iris Performer
  133. shadows independent of movement
  134. glReadPixels() doesnt return exact values
  135. OpenGL v1.2 for windows
  136. wglSwapInterval not registering...
  137. Any trick to get a depth buffer image?!
  138. fixed framerate
  139. does anyone know how to do this with OGL?
  140. Can't access gamedev.net... Help
  141. Bump mapping in UT and Q3
  142. ase explain
  143. Lighting of previously backface polygons
  144. missing support for per index data
  145. 3DS writer problem
  146. User defined clip planes: Transform by modelview matrix...
  147. does openg multiply not necessary matrixs?
  148. Pixel shaders for GL?
  149. Which comes first? Convolution or Blending?
  150. OpenGL1.2
  151. how to update the normals
  152. Colored background with smooth transition
  153. fog on wildcat 4210
  154. To anyone that coded a quake3 bsp viewer
  155. How to use wglAllocateMemoryNV?
  156. Geomorphs in ROAM
  157. Render to texture ?
  158. Want a sub window in main window
  159. Reading the Depth Buffer - Why so slow?
  160. YUV 4:2:2 Video in OpenGL
  161. shadow problem
  162. What is "front buffer 3D clipping" in QuadroX?
  163. dynamic array?
  164. NORMAL_MAP texgen and the texture matrix
  165. Fonts in OpenGL
  166. Film Grain in OpenGL
  167. Curves that interpolate points
  168. Environmental effects in OpenGL
  169. Texture coordinates
  170. Transparency and speed of rendering
  171. Lightmap generation
  172. Registering for the Developer Program of NVidia
  173. Depth Testing
  174. glRenderMode(GL_SELECT); screws matrix stack on GForce ULTRA
  175. Motion Capture Data Format
  176. OpenGL initialization on W2K with multiple monitors
  177. High resolution timer for simulation ?
  178. how to use this extensions...
  179. Mipmapping on a GeForce 2
  180. Multiple SwapBuffers and VSYNC
  181. Implications of SetWindowLong() and SetWindowPos()
  182. point inside 6 planes
  183. Background issue
  184. Model Loading - Which is better?
  185. multipass vs depth testing....
  186. texture mapping on tessellated polygon
  187. Quake3 coordinate system
  188. Win2K AGP limitation ?
  189. Full Screen Anti-aliasing
  190. multipass rendering on G400
  191. GL_ARB_texgen_reflection
  192. Rotating object
  193. Cubic Spline
  194. Wanna displaying text ?
  195. Help!!!!
  196. Layer fog?
  197. help: turn 2-pass blend into 1-pass multitex+combine
  198. Maximum Intensity Casting ? How
  199. rendering
  200. Damn IE5 please help!
  201. OpenGL to image map
  202. Nehe Window Base Code Error
  203. GUI Creation
  204. in-between points between 2 vertices
  205. Engines
  206. multi-threading and the hGLRC
  207. Lost Mouse Events when using glutAttachMenu()
  208. Q3A file format question
  209. Q: how to draw a 2D square in a 3D space?
  210. OpenGL1.2 / Win2K
  211. glDrawArrays and GL calls in between && redundant points
  212. Official Drivers...
  213. *.map file format
  214. Accumulation Buffer
  215. Any method to texture map a tessellated polygon?
  216. Opinion Poll: GLU in production code
  217. Interpolation between two Bezier position keys
  218. Dang 3D Math!
  219. 3ds writer problem
  220. What are shaders and how do you use them?
  221. ZBuff Problem on NVIDIA GeForce?
  222. Bézier patch best method
  223. Texture download performance
  224. Help.. GL_NV_vertex_range causes a crash..
  225. Model animation - General
  226. -=ULTRA URGENT=- Need Help
  227. Why do texture HEIGHTs have to be powers of 2?
  228. are there disadvantages of using materials?
  229. What are skyboxes?
  230. Rendering into non-rectangular windows
  231. Texture coordinates
  232. X-O style game...how would you do it?
  233. detect lines drawn with a specific thickness?
  234. winged-edge data structure
  235. Selecting vertices
  236. Rotation data to/from matrix
  237. position
  238. wglAllocateMemoryNV problem
  239. Is there a standard test for ATI & NVIDIA for openGL?
  240. [OT] Wavelets
  241. Rendering "into" a texture
  242. rendering normal
  243. Hardware/Softare how to select?
  244. Stencil Buffer
  245. glOrtho - Redbook - Woo's errata
  246. Plasma arcs (lightning effects)
  247. Whats the bast way to do this?
  248. GL_ATIX_texture_env_dot3
  249. multitexture problems
  250. NV_VERTEX_PROGRAM