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  1. GL_ARB_fragment_program NOT on GF3 ?? (@NVIDIA:why this?impossible??????)
  2. Better performance with indexed arrays
  3. VAR and wglAllocateMemoryNV/malloc
  4. Shader technique?
  5. Depth buffer writes?
  6. glDrawPixels v/s glBitmap
  7. DOT3_RGBA in register combiners
  8. Low TnL performance on r300 ?
  9. access violation on Win 98/Me
  10. How to limit banding when using multiple blends
  11. Destroy Multiple GLUI Windows
  12. Something Like in 3dstudio
  13. carmack plan + arb2
  14. different combine on different texture units
  15. Some NvTriStrip questions...
  16. my pretty advanced outdoor engine....
  17. Is it possible in opengl........?
  18. Printing Opengl Image from Visual Basic
  19. Is it worthing?
  20. So what cards support GL_ARB_fragment_program and GL_ARB_vertex_program?
  21. solid textures and depth buffer
  22. Projected texture flipping
  23. BSP (Quake III map) web sites
  24. vertex and pixel shaders
  25. lighting question
  26. Real-time shadows
  27. Texture map a icosahedron
  28. S3TC Compression and gluBuild2DMipmaps
  29. 3d face morphing
  30. Multiply pixel components on front buffer
  31. a "ARB"-provided feature like GL_NV_vertex_array ??
  32. Little ARB_vertex_program question
  33. 2 Triangles vs Quad?
  34. fast buffer readback on ATI
  35. Uber/Super Buffers (December 2002 ARB Meeting)
  36. OT: download for testing
  37. shadow map question
  38. OT: Noisy Geforce FX
  39. Columbia (not OT)
  40. NV_fence question
  41. object-level occlusion culling: nvidia vs. ATI
  42. Vertex arrays or display lists for terrain?
  43. Problem with VAR implementation
  44. CameraPosition and Lighting ??
  45. Is it better to use 3D objects...?
  46. fovy calculation
  47. Lock/UnlockArraysEXT
  48. VAR and CVA
  49. vertex and pixel shader.
  50. location of drawn object in world-coordinates
  51. wmf/emf and opengl
  52. Collision Detection with Q3 Bezier Patches?
  53. bitwise operation with fp on stencil buffer
  54. _dramatically_ less frames with GL_ARB_vertex_program than with standard code !?!
  55. Static geometry dynamic texture coords
  56. what' s the sentence mean?
  57. Determining camera aim vector
  58. ATI , GL_EXT_texture_rectangle ? 7xxx series
  59. GeForce FX vs Radeon 9700 or higher
  60. Slicing objects (a CAD question)
  61. Rendering Problem !
  62. Image Sharpness in TextureMapping
  63. Multithreading in MFC
  64. glFeedbackBuffer consistency
  65. glTexGen vs. Texture Coordinate Array
  66. Querying GL_VENDOR before opening window
  67. how would you bumpmap a sphere?
  68. OGL in ASM
  69. Additive blending problem with ppl
  70. The w coordinate
  71. Radiosity questions
  72. Quake 3 Textures question.
  73. q: modelview matrix inversion
  74. Matrix Palette Skinning
  75. Polys drawn so small they disappear
  76. lighting back facing triangles _without_ using two sided lighting
  77. Stereo viewing and platform issues
  78. HDR renderer test
  79. Pixel shaders question
  80. wglGetProcAddress + threading question
  81. Per-pixel diffuse and Terrain
  82. 3D Engine Structure?
  83. Using new glut funcs in F90
  84. Lightmap generation.
  85. Maximum total size of vertex arrays via ATI_vertex_array_object?
  86. Theory: OpenGL for Video Playback!
  87. nv var validation problem with multi thread
  88. shadows / scaning of the frame buffer
  89. ATI does not support 1.4?
  90. Skeleton-based model format
  91. Slightly OT: Presentation for Junior Academy of Science
  92. Does anybody know Why? Plz Help Me
  93. capping at z-near plane
  94. Texture Matrix vs. Modelview Matrix
  95. Stupid cubemap
  96. GL_QUADS slower in display list that immediate mode
  97. shadow z-buffer
  98. Performance Tips?
  99. R200: since when is glDrawPixels supposed to filter?
  100. Texture Q Coordinate / NVIDIA
  101. Z_Fighting whith FLT_MIN ?
  102. maybe OT: 3d model format
  103. wrong texture matrix or bug in normal map plugin?
  104. Using multipass rendering for speedup
  105. Using 2x2 RGB texture creates red lines?
  106. problem : gl_lighting mystery
  107. OT: I believe you should all see this
  108. very odd... _BLOCK_TYPE_IS_VALID(pHead->nBlockUse)
  109. 3 coverage factors by reading from texture ?
  110. Quake2 BSP's and Half-life BSP's
  111. ShaderBuilder docs?
  112. Vertex array usage
  113. ARB_vertex_program && NVIDIA && ATI
  114. Triangle strips and culling - problems on the horizon?
  115. vertex array speed question
  116. wglReleaseTexImageARB
  117. ATI Catalyst drivers, pbuffer support bug?
  118. Speed of glProgramEnvParameter4fvARB
  119. strange results: writing to pixel data ranges w/ pixperf and nvidia's 41.09 drivers
  120. Something Strang with ARB_vertex_program on GF4 Ti
  121. Parametric Shapes, and Tangent Space
  122. Light radius
  123. Crimelife is looking for Programmers and Artists
  124. Bitmap transformation
  125. OT - 3DMark 03
  126. GL_CLIP_PLANE
  127. Drawing to off-screen areas.
  128. Texture mapping on Disk surface
  129. Parametric Shapes, and Tangent Space
  130. Quake3 and front face culling
  131. Any way to query the video card for free memory?
  132. Using OpenGL with mutex?
  133. My Website
  134. Fragment shader operation
  135. ATI_fragment_shader dependant texture read
  136. Doing backdrops
  137. hw accumulation buffer?
  138. mulithreaded draw flicker
  139. VAR - Abnormal program termination
  140. state.light bindings in ARB_vertex_program on ATI
  141. Very Urgent Question
  142. ATI_separate_stencil - always enabled ?
  143. Mappig Textures to Polygons
  144. Projective texture weirdness
  145. obj models
  146. Faced-ness in shader ?
  147. quick question about vp (ARB and NV)
  148. Slight problem with gluProject
  149. Soft shadows - my turn
  150. OT - recommended NV drivers
  151. Vertex Arrays -> How to improve them ?
  152. NVMeshMender and Submeshes
  153. Stencil buffer as viewport.
  154. NV_half_float
  155. singlepass lighting/reg combiners question
  156. water animation/calculation: which formula/technique to use...
  157. how to use glTexImage3D???
  158. glReadpixels slow for pbuffers ?
  159. Per-pixel lighting
  160. Matrix palette skinning weighting
  161. Good old assembly:)
  162. calculating clipping planes...
  163. where can i find 3D models
  164. New to OpenGl
  165. winz depth buffer relation
  166. subtracting objects
  167. How does lighting work?
  168. q; rendering queue
  169. GL_NV_OCCLUSION_QUERY replacement in SW ? how to something similar ?
  170. glSecondaryColor3fvEXT but with VertexShader?
  171. Converting from nvparse RC1.0
  172. What do you think of the future of OpenGL?
  173. early fragment kill / stencil buffer & fragment shader
  174. Binary Space partitioning
  175. Bad performance glDrawElement on Radeon 9700??
  176. Selecting a visual
  177. Stencil Buffer Problem
  178. Loading Bones from Lightwave-Scene
  179. Question about vanilla vertex arrays. . .
  180. overview of "which extension on which card" - where to find ?
  181. glBlendFunc(GL_DST_ALPHA, GL_ONE) behaving unexpectedly
  182. Normal Maps
  183. GL2
  184. Soft Shadows - The Return
  185. Stencil buffer
  186. Rendering using different graphics card
  187. for experimented in drawing pixels image with "glDrawPixels"
  188. Shadow Volumes with Animated Meshes
  189. Problem in drawing a 16bits image monochrome( black and white)
  190. Problem binding CG to OpenGL program
  191. Two Depth textures: Problems with different compare functions
  192. [OT] OpenGL 1.0 specification
  193. Radeon 9700 Cat3.1 drivers + ARB_multisample == no worky?
  194. Organizing geometry
  195. GDC
  196. OT: new site & forum
  197. Help on software implementation of gluLookAt()
  198. Half-Life BSP!!!
  199. how can to realize fire effect with opengl
  200. BSP Bezier Patches.Last BSP question for today
  201. Pixels Buffer (WGL stuff) performance with Geforce 4
  202. color matrix and tangent space
  203. I NEED YOUR HELP ON FEA
  204. FSAA problem
  205. Lighting / texture / alpha problem
  206. Ball Rolling effect
  207. OT - SceneLib
  208. Ray Tracing
  209. "noshader" texture in Q3
  210. gluProject behind me
  211. help plea: unwanted texture artifacts
  212. "Bend" modifier as vertex program..........
  213. gl texture memory
  214. FOX Toolkit
  215. [semi-OT] Microsoft picking up the ball again?
  216. ARB_vertex_program && shared displaylists
  217. RTT on GF4 41.09
  218. how to get OpenGL performance statistics
  219. Problem with ATI card
  220. NV_point_sprite on ATI?
  221. Good Idea?
  222. glInterleavedArray with Struct Arrays?
  223. What's wrong with this code?
  224. Another way to do shadows
  225. Read pixel data error?
  226. Environment Reflection
  227. Correct glTexImage2D usage -ATI bug?
  228. packed pixel extension and internal texture format
  229. .NET
  230. Box visibility
  231. Working on cam in shadow vol problem...
  232. Depth Problem
  233. How to do it with texture_shader & register_combiners
  234. Depth textures
  235. About Software Implementation of glRotate()?
  236. Multipass rendering and z-fighting
  237. Problem with rendering the depth buffer to a texture. . .
  238. Hidden line
  239. Shadow volume generation for arbitrary geometry?
  240. opengl slang
  241. Trying to get dimentions of the plane where an object resides.
  242. Normal Calculation
  243. heat effect
  244. Stereo buffering?
  245. Suprised about GLSL........
  246. interleaved array locking?
  247. NVIDIA ARB light.position still in object space?
  248. I'm through with Spider3D
  249. VSYNC
  250. shadow map artefacts based on camera pos