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  1. acessing texture units without naming them
  2. Non-interpolated varyings?
  3. Multiple Draw Buffers
  4. GLSL shader embedded in C++
  5. URGENT!!!!! OPENGL TEXTURE HELP!!!!!!!!
  6. Bump Mapping Trouble
  7. shader goes slow!
  8. terrain rendering
  9. problem with per fragment lighting
  10. Uniform variables not listed when glGetActiveUniform is called
  11. forceware 8x.xx glsl linking problems...
  12. Chroma key
  13. detecting a software fallback
  14. One shader that does everything or multiple shaders?
  15. Switching GLSL vertex shaders -- REALLY slow?
  16. IF statement causes FPS drop!
  17. Virtual shader functions
  18. Instruction count in GLSL
  19. Vector texture maps: demo and article
  20. GLSL Shader Editor / Studio
  21. Help implementing tone mapping.
  22. Basic vertex shader
  23. is it possible of making HDR on a x700 or x800 graphic card
  24. Passing data from pixel to pixel
  25. glBindAttribLocationARB on NVIDIA - double trouble
  26. glDetachObjectARB on ATI - affects link state !!!
  27. Porting (!?!) GLSL shader from GeForce to Radeon
  28. Syntax validator says it's ok
  29. Performance : sqrt vs acos vs multiplies
  30. vertex textures and glsl
  31. GLSL equivalents of C/C++ math functions.
  32. read depth buffer value from sampler2DShadow
  33. Object Space Normalization?
  34. New shader functions
  35. Specify Normal Vectors
  36. headlight problem of volume rendering
  37. textureCube lookup problem
  38. VertexAttribs with matrices
  39. MFC and OpenGLSL
  40. ERROR: Missing GL version
  41. looking up in all the texture
  42. Loss of precision
  43. State access
  44. compile error points to a bracket
  45. Problem using glUniform1iARB to set texture in GLSL?
  46. varying bug associated with newer Forceware
  47. Bump Mapping - tangent space question
  48. Error with NVIDIA ForceWare 84.21
  49. dynamic indexing in arrays ?¿ is it possible?
  50. Expected instruction cost of a function call?
  51. Accessing normal and float textures from fragment shader...
  52. comparing two textures in gpu
  53. OpenGL technical wiki is available
  54. Can I modified the Texture Data??
  55. where to find texture formats supported by opengl ?
  56. Referencing arrays in Fragment Programs
  57. collision detection using shaders
  58. GLSL capabilities compared?
  59. using mipmap textures in glsl
  60. HDR with SM2.0 hardware?
  61. Ray tracing in GLSL for self shadowing
  62. Bizare inconsistency problem
  63. need to pick a GPU...
  64. Indecent request: help converting cg to glsl
  65. Common function mod()
  66. Bug in Vertex Shader (NVIDIA)?
  67. VBO + octree + shaders ?
  68. glGetActiveUniform "index" & glUniform "location"
  69. GLSL texture2D with derivatives
  70. fract( XX ) not acceptable in vertex shader
  71. A Demo - Post Process Depth Discontinuity Edge AA
  72. how to transfer parameter between different fragment shader?
  73. Error: GL 1.1 and up are not supported
  74. Detecting SM2.0 / SM3.0 support.
  75. Render to texture: difference between ATI and nVidia?
  76. gl_BackColor bug
  77. Fragment Shader Optimization
  78. "warning C7506: OpenGL does not define the global variable gl_FragDepth"
  79. Multitexture Problem!
  80. lookup table problem...
  81. Read Near/Far Clip plane in shader
  82. how to show silhouette using GLSL
  83. Query number of outputs in GLSL frag shader?
  84. need help, cgGLIsProfileSupported() always returns false
  85. Differences between GLSL 1.00 and 1.10
  86. Floating point texture problems
  87. Cannot start cg program in a dll file,can anyone help me?
  88. "texRECT" replace function in GLSL?
  89. GLSL Flashlight
  90. shadow mapping first try
  91. GLSL dynamic looping?
  92. lighting too light
  93. Poor performance using GLSL
  94. Max uniform components bug (Fixed)
  95. Positional light help
  96. exp2 Fog and direction in GLSL
  97. GLSL crash in ATI 9550
  98. Passing Multiple Textures from OpenGL to GLSL shader
  99. Useful depth texture reads.
  100. Severe problems with glsl...
  101. glColorTable
  102. dinamic gaussian kernel
  103. How do I get a fragments x,y,z in world coordinates in the fragment shader?
  104. How to use glColorTable ?(attach code)
  105. Floating point texture weirdness.
  106. Texture Creation
  107. Texture Coordinate Sanity Check...
  108. Fast Volume Rendering
  109. gl_FragCoord.z question(s)
  110. are const variables optimized?
  111. Rotation with Quaternion
  112. Packing half floats
  113. Volume Rendering about empty space skip!
  114. GLSL Guide Book
  115. Does Fast Volume Rendering have the third way?
  116. How to Update GL Version from 1.4 to 2.0?
  117. OPTIMAL DISPLAY OF A LARGE 32 BYTE FLOAT TEXTURE
  118. Programatically Baking Textures
  119. 1D Textrue
  120. How to use Blend in shader?
  121. List of Capabilities of Cg Profiles with OpenGL
  122. Finally, I got it
  123. How to clean up
  124. Discard and MipMaps
  125. Trouble implementing RenderMonkey's ocean shader
  126. How to use many 3D textures in dynamic mode in shader?
  127. Deferred Shading Relief Mapping?
  128. Bump Mapping Techniques
  129. Sending *pointer to GLSL?
  130. per pixel fog
  131. Multiple Lights
  132. Normal Mapping and Camera Orientation
  133. no GL_EXT_Texture_env_dot3 support error
  134. I must be massively misunderstanding it!
  135. Curved Relief Mapping
  136. gl_Vertex and gl_Position not accessable?
  137. gl_FragCoord.z issue
  138. CG 2 GLSL
  139. Rendering semi transparent
  140. CG rather than raw GLSL
  141. Volume Brick's Boundaries Problem
  142. Flow Control : Using Single Shader HELP
  143. Shadow Map Generation
  144. Overlap with algorithm, better way for Bricks
  145. GLSL and nvidia 91.31 driver
  146. Weird problem combining multiple textures
  147. Planet's Atmosphere Shader ( GLSL [,Cg] )
  148. About large volume render ---Bricking
  149. Max length of uniform/attribute name
  150. glPush/PopName and GLSL
  151. Rendering malfunction using FBO TextureRendering in ATI cards
  152. nVidia glsl compilation bug
  153. glCreateProgramObjectARB crashes delphi app
  154. GLSL and ATI Linux driver
  155. Export values from Fragmentshader to Vertexshader/Mainprogram
  156. Using Shaders in VC project
  157. optimalization by textureCube instead of normalize
  158. Problems accessing depth textures (ATI only)
  159. GLSLValidate
  160. Multitexturing problem - Help me please!
  161. problem rendering floating-point textures
  162. How to use FBO with COLOR_ATTACHMENT of different dimensions
  163. How to put background img w/o shader inteference
  164. WMV shader?
  165. parallax mapping bug (screens & code imcluded)
  166. non-square matrices product ?
  167. dot product, matrix mult
  168. custom attributes vs. built in alternatives
  169. vec4 = mat4 + vec4
  170. attenuation-independent light intensity
  171. getting color inside fragment shader
  172. Instance shaders?
  173. Skinned mesh?
  174. The mystical teapot (beginner question)
  175. Latest Nvidia Driver bug!
  176. uniforms location
  177. Converting 32 float to 4 byte equivalents... or something like that....
  178. emulation of built-in uniforms
  179. Shadow map problem - works fine without shader
  180. two general glsl questions
  181. Using shaders in Visual C+++
  182. check if an uniform exists
  183. luminance maps
  184. Confusion about sm3 branch execution
  185. Parallax Occlusion Mapping
  186. assembly output of GLSL program
  187. Bumpmapping doesn't look right
  188. glVertexAttribPointer + GLSL + Ati = grr
  189. DIfferent Objects with different shaders in one scene
  190. Without GLEW
  191. texel linear interpolation: restricted by texture's bit depth ?
  192. NVShaderPerf ASM output w. GLSL vertex shaders buggy?
  193. using point sprites in a particle system
  194. texture acces inside vertex shader
  195. Using Alpha
  196. ATI GLSL Vertex Shader - Temporary registers exceeded (ATI driver problem?)
  197. Why my program only works on 8178 nVidia driver?
  198. Program constant optimization
  199. ATI Cat 6.8 GLSL vertex shader - glUniform4fvARB subtle breakage
  200. Fragment program to mimic rectangular clipping plane
  201. internal compile error on GF6200
  202. Trilinear Interpolation on shader
  203. Problem accessing FBO texture from shader[solved]
  204. How to read variables in fragment shader?
  205. How to use multiple textures in fragment shader?
  206. problem to make environnement mapping (not resolved)
  207. GetActiveUniform index parameter
  208. Parallax Mapping Types/ Lighting
  209. glsl array length
  210. GLSL IDE/designer/editor?
  211. vertex attrib clarification
  212. Can't load more than one shading program...
  213. problem with shader
  214. Easy question...What is bias param in textureXD?
  215. FBO problem: FBO can not "capture" scene to GL_RGBA texture?
  216. A very strange bug(really a bug? ) of NVIDIA's GLSL implemention
  217. where is textureCubeProj in GLSL?
  218. Using Vertex Shader to dynamically move objects?
  219. Shader instruction limits & OpenGL fixed functionality
  220. simultaneous vertex and fragment texture fetches
  221. cg experiences
  222. drawing with uniform variable -> stack underflow
  223. GLSL multitexturing problem
  224. GLSL loop crashes on ATI
  225. Skeletal animation shader: need suggestions
  226. gl_FragCoord in sw on Radeon
  227. Splitting shader source files
  228. driver bug?
  229. glProgramEnvParameter4dARB() ?
  230. GLSL Starting Point
  231. GLSL vertex shader code to do glTexGen() equivalent?
  232. Simple shader - loses green channel
  233. setting attribute value
  234. question about HLSL
  235. blending using a shader?
  236. cost of re-uploading same value into uniform?
  237. Problems Calculating Surface Reflectance in Shader
  238. binding semantics for uniforms in CG?
  239. @nvidia: Random behaviour in glsl-shader on nvidia hardware
  240. How do I specify a const from outside the shader?
  241. GLSL Tangent Space Bump Mapping Demo
  242. Portable way to create a histogram.
  243. Can gl_FragColor be read?
  244. Non-power-of-two 3D textures
  245. how to make array of sampler2D uniforms?
  246. GLSL Parallax Bump Mapping Demo Released
  247. Glass and water shaders?
  248. Here's a shader to emulate GL_LIGHTING behavior, with multiple lights!
  249. GLSL vs ASM performance
  250. Shader for default GL_LIGHTING behavior, with multiple lights, plus normal mapping