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  1. Effect from Game Developer magazine...
  2. Does anyone use opengl to do ring screen?
  3. Can I use backbuffer as a texture? How to do?
  4. Reflections.....
  5. state sorting and multipass rendering
  6. [OT] VS.NET plugin for vertex && fragment programs
  7. Lighting Code
  8. virtual framebuffer
  9. Brep Visualization - help
  10. Anisotropic lighting, please help !
  11. Swizzling after the combiners
  12. Question about face modelling
  13. Best GL notebook and what happened to the GF4 4200 Go
  14. Using Visual C# or C++ from the .NET
  15. 1.2 or 1.3 gl.h
  16. Programable pipeline...
  17. software for matrix palette skinning?
  18. state changes again...
  19. shadow map depths
  20. How should I set up frustrums and matrices to achive this?
  21. Nvidia GForce 3 Shadow Buffers
  22. Render to texture
  23. OpenGL in Internet
  24. vertexarray -> is drawelements faster than drawarray ?
  25. 3d texture - performace
  26. OpenGL performance on laptops
  27. can I render 1024x1024 image on a 1024x768 displaycard with 3d hardware accelerate
  28. Blending operation with frame buffer
  29. GL_ARB_matrix_palette extension
  30. Using images of cubemap for ordinary 2D texturing
  31. strange "depth fighting" artifacts after shadowing...
  32. Per-pixel attenuation problem.
  33. Microsoft quits?
  34. Speed issues with multiple monitor setups.
  35. [OT]: New forum for Scene Graph Gizmo3D etc.
  36. Fractals/L-Systems in OpenGL
  37. Direct rendering
  38. Problems accessing WGL extensions
  39. texture mapping units
  40. Help to find the transform matrix
  41. writing to the stencil buffer with a fragment program
  42. Combining serveral trimming curves in NURBS
  43. Unclosed geometry for Stencil Shadows
  44. HL BSP texcoords
  45. section plane
  46. Accessing the rendering backbuffer
  47. Coded infinite shadows, now gluPickMatrix doesnt work!
  48. Smooth texture mapping
  49. Reflections with OBJ files...
  50. I take it binding a lot of small textures is bad...
  51. Refraction
  52. R350 finaly! It's faster than FX, but is so flexible? Aparently yes!
  53. Shadow maps and field of view
  54. GL_SELECT with alpha texture triangle problem?
  55. floating point pixel format
  56. Ase format file loader
  57. Shadow and depth-texture question
  58. (Some what OT:) Marching tetrahedra
  59. difference between "glGetString()" and "wglGetExtensionStringARB()" ??
  60. If you need in 3D engine.
  61. ATI Radeon 9700 && GL_ARB_depth_texture
  62. HL Lighting.ohhh man!!!
  63. change coordinate system for 2D api
  64. 8 points of frustum
  65. problem in drawing a texture image ( monochrome image)
  66. CAE Coloured Stress Contour Plots - Efficient, Faster Way
  67. delaunay triangulation
  68. ATI VAO performance problems
  69. success with shadow maps?
  70. clipplane, multipass, and display lists
  71. Animation quation,please help me
  72. PP Lighting possible without normalization cube map?
  73. Possible bug in Nvidia drivers -- not exporting extension strings correctly
  74. How to enable triple-buffering?
  75. how to use vars ?
  76. HL BSP but this time OpenGL too!
  77. ways of enabling fsaa other than WGL_ARB_multisample?
  78. PBuffer problem
  79. rendering texture data in real time
  80. Placemark for f-buffer details.
  81. ATI Rage 128 Ultra 32SDR and OpelGl issues
  82. multi screens
  83. Mouse click position?
  84. Nvidia Cg Tutorial book
  85. Stencil shadows and smooth shading
  86. I am weak and I beg your help,please..(about) glm
  87. big images with OpenGL
  88. OpenGL and 3D Look-Up Tables
  89. A question of display mode...
  90. Problem with vertex program.
  91. perturbation texture
  92. Implementing a quat transform in a vertex program
  93. Recursive techniques for scene graphs
  94. (Semi OT) Frustum culling w/ axis aligned cubes?
  95. LoadLibrary fails to load opengl32.dll
  96. Custom color interpolation within a polygon
  97. GPU Registers...
  98. is this method any good (FP)?
  99. Any suggestions on learning openGL -- A Chinese student
  100. what to do to get the pointer of CView?
  101. register combiners
  102. About shadow matrix
  103. Stencil Shadows & Carmack reverse.
  104. Zoom to box
  105. Hto to generate triangle fans
  106. Vertical retrace interrupt?
  107. Use of OpenGL in Movies & Games
  108. Layers
  109. Radeon 9700 texture bug
  110. Copy Texture to Texture
  111. strange problem in drawing my models right
  112. Multitexturing Performance and Volume Rendering
  113. Pixel buffer sizes
  114. dynamic SV and memory!
  115. Are there any chat rooms of openGL programming?
  116. Eager for your help to load a BMP
  117. Using 2 vertex programs
  118. threaded apps with openGl & tcl-tk
  119. dot3 bump mapping quality
  120. Clamp Texturemap leaves line
  121. support for bitmap < 8 bpp???
  122. arb_vertex_program problem on 9700
  123. Maximum triangles per second
  124. onepass bumpmapping
  125. ARB_fragment_program, LINUX, 9700 Pro
  126. How can I encapsulate OpenGL with C++?
  127. Yet another ATI driver problem
  128. How can I apply Texture without UV Coords
  129. blinn half vector
  130. Are capabilities ever dropped from query strings in later drivers?
  131. Point Lighting
  132. WAD textures that don't need blue parts.Please!!!!!
  133. half vector in pixel shading
  134. reflected vector in combiners
  135. alpha buffer support
  136. PBuffers & Dynamic Cubemaps
  137. Chromatic Anaglyph
  138. ATI FireGL X1 driver problems
  139. Texture mixing with a gradient of Alpha Values?
  140. are there any strip limits?
  141. Texture mapping to trapezium.
  142. opengl's performances
  143. Merge Texture Patch on a 3D object
  144. line Pattern
  145. glLoadMatrix performance extension ?
  146. Building any (not view-) frustum with OGL?
  147. Relationship between FOV and Camera Position
  148. ARBvbo posted
  149. Can early KIL (ARB FP) improve fillrate?
  150. OT: Skeletal animation issues
  151. copy double buffers
  152. Stencil mirror
  153. Merge Texture - More details
  154. Multisample pbuffers
  155. how to use glReadPixels for a single pixel
  156. Compiled Vertex Arrays?
  157. how to make far objects fading out ?
  158. multiple levels of dependent texturing
  159. [OT]: BIG TIME...
  160. glGenTexture problem (or something else...)
  161. need help with multiple windows
  162. Important Camera / Lighting problem
  163. Slighty OT - nVidia drivers for GO cards
  164. mouse rotation
  165. light
  166. Select a vertex of a 3D object
  167. splitting a view into multiple views
  168. Flexporter
  169. Generating Normal Maps From 2D Images
  170. Client state and context switching
  171. multiply a texture by a float > 1
  172. Texture mapping in orthographic parallel view
  173. look my demo
  174. lighting high res models
  175. reflection vector in texture shaders
  176. terrain rendering with road and other buildings
  177. Stereo start and stop
  178. Camera-space shadow mapping?
  179. texture seams
  180. NV_depth_bounds_test?
  181. Loading DDS textures
  182. perspective shadow maps?
  183. OT: quaternion from matrix problem
  184. Display List vs VAR, VAO, and VBO
  185. [OT]: Has anyone done this ? Recursive Scene graphs
  186. DirectX to OpenGL Texture Stage
  187. Where can I get latest version of OpenGL ?
  188. glGetTexImage() problem
  189. Returning Vertex Values
  190. Multiple Rendering Contexts in single thread?
  191. Radeon and ARB_vertex_program
  192. Alien Flux Alpha Test 3
  193. Do we really need OpenGL2?
  194. Concave Objects
  195. Cross platform vertex shaders
  196. extracting frame rate
  197. Better viewable extension registry
  198. conversion from iges to opengl
  199. All this beautiful stuff on nVidia's site... Will it work on ATI (and other) cards?
  200. socket programming
  201. Up Vector from Quaternion
  202. How to display two different colors on two sides of a triangle?
  203. Spotlights and vertex programs
  204. Particle System speed
  205. "Ambient bumpmapping"
  206. 3D Terrain manipulation
  207. ATI_fragment_shader help needed
  208. Weird Problem
  209. Where can I get glu32.dll 1.3 ?
  210. pixel_buffer_object : when?
  211. Caustics
  212. Zooming and Panning
  213. Is glslang on its way?
  214. Using NVIDIA Pbuffer extensions on windowless activeX control : How ???
  215. VBO: mixing static and dynamic buffers
  216. dependent textures- need 16 bit of precision
  217. fewer stencil clears for shadow volumes
  218. pixel_data_range problem
  219. Banding with radeon 9700
  220. Trying hard to pass a pointer as argument to a function called by glutDisplayFunc,...
  221. PPL and geometry normals
  222. Material Settings for Terrain
  223. glDrawPixels / writing depth values with depth function GL_LESS
  224. glu32.dll error ONLY in Win 98 NOT in W2K, XP or NT
  225. indexed lists with more normals than vertices?
  226. Fastest way to render lots of models
  227. texture_lod_bias problem
  228. Non-linear texture transformations with texture shaders
  229. smooth tangent space vectors
  230. Shadow maps and multitexturing
  231. Discussion about plastic bump mapping ...ooops ...dot3 bump mapping
  232. Fastest Outdoor rendering
  233. difference between register combiners and fragment programs
  234. GeForce FX texture related resources
  235. RTT/pbuffer questions
  236. Sample of recursive scene graph
  237. Occlusion test for occtrees
  238. OpenGL on Win98, NT, XP
  239. How to get the normal of pixel?
  240. Optimization issue
  241. glPushMatrix / glPopMatrix & vertex program?
  242. Two texture samples from one texture unit
  243. ColorTable with more than 256 colors?
  244. Major Mistake - Clarification needed asap
  245. how to project a 3D point in 2D Camera
  246. about glRasterPos and wglUseFontOutline
  247. best space partitioning in this case...
  248. Blend minmax extension
  249. Nvidia GL_UNSIGNED_INT_10_10_10_2 endianess
  250. Tricubic Interpolation?