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  1. triangles in vertex array
  2. dear Moderator : dorbie...
  3. Why openGl
  4. totally OT
  5. seek the documents about the relationship of OpenGL & multithread
  6. Depth Shadows
  7. Setting 3 differents indices for VP
  8. Is something wrong with this?
  9. bump mapping specular exponent with ARB extensions
  10. Self shadowing for a single polygonal mesh
  11. Nvidia CG on ATI
  12. BSP Trees and sphere collision detection/response
  13. Problems texturing a sphere
  14. ARB_texture_env_combine and destination alpha
  15. H/W Acceleration
  16. two-sided lighting in vertex programs
  17. Q about glDrawRangeElements
  18. occlusion culling without extension in two passes ?
  19. using WGL_ARB_buffer_region, could someone help?
  20. what happened when gl rendering window is hidden
  21. Fast way to draw polar data with smoothing???
  22. How Starting OpenGl
  23. Can one use both GLslang and ARB_vp/ARB_fp?
  24. Initial states
  25. Performance issues w/ VBO on nvidia
  26. 3d studio max 6 and opengl
  27. creating normal maps
  28. paper about GPU
  29. mirror using shaders
  30. why use Texture on bitmap failture
  31. How to draw lines on a window?
  32. PixelShader Questions
  33. FAQ
  34. Why 3D texture functions are missing?
  35. deleting previously saved buffer region on the video RAM?
  36. gluUnproject problems
  37. normal mapping
  38. Call for Jwatte to be chief moderator
  39. GLslang: no reuse of shader objects in other program objects?
  40. Fine using NVidia, white using Radeon
  41. ARBfp subset on GF2
  42. Dear Santa Claus
  43. latest opengl32.lib, glu32.lib & *.dll files??
  44. Text for a text field
  45. Light vector for per-pixel lighting
  46. about higher precision normal maps
  47. vertex program thoughts and questions
  48. VBO Performance with Cat 3.10
  49. lighting problems
  50. How to determine the pipelines' number in program?
  51. how much video memory is used by framebuffer?
  52. Stencil-buffer shadow problem - coloring of the shadow
  53. moving a rectangle in a terrain
  54. glDrawPixels Access Violation
  55. limits of VBO index array length/ geometry cutted / bug ?
  56. How to 'cut' a polygon using the mouse?
  57. RGB
  58. CG and ARBFP trouble
  59. Driver bug reporting to nvidia and ATI
  60. HW skinning
  61. Surface Transparency Using Textures?
  62. copying a 3D texture using glCopyTexImage
  63. once again water..
  64. Processor specific math operations
  65. Next generation of Geforce and Radeon
  66. Textures vs. light Geometry
  67. using basic opengl rendering results for software rendering
  68. GL_ARB_occlusion_query
  69. texture formats for fx and radeon
  70. AGP Mem allocate
  71. problem of glReadPixels
  72. Texture Units and filtering
  73. Cubemaps
  74. Basic shapes ......
  75. how to share texture between glrc
  76. the depth buffer and transparent polygons
  77. ID buffer, normal buffer,(u,v)buffer
  78. doubts about cylinder
  79. Need in cg->GLslang convertor!
  80. Vertex and Fragment program: application
  81. min, max depth value
  82. nVidia: Bug with s3tc and automatic mipmap generation?
  83. NV: Pixel Data Range crash
  84. How to know if i have overflow of the Video RAM?
  85. fragment program Don't support GL_POINTS£¿
  86. to have better results
  87. The Projection Matrix
  88. Depthbuffer & glColorMask
  89. ARB_Imaging in hardware
  90. Implementing whole GL lighting equation
  91. VBO Crashes with TNT2
  92. Lots of small textures or fewer large textures?
  93. real-time FUR.
  94. ortho+perspective : depth problems
  95. terrain generation for a war-tank game
  96. one lil question about shaders.. and about GeForce crashing my pc...
  97. Automatic Light Placement
  98. Real-Time Soft Shadow Volumes
  99. Octree speed slower on faster computer, odd??
  100. time consumption of OpenGL work
  101. need some ideas for simple Zooming
  102. Fragment program precision
  103. Pixel Shader Initialization Failed
  104. OpenGL process lock up
  105. Mulittexturing
  106. state changes
  107. Very strange problem about display list
  108. Lighting used in a war tank game
  109. problem in implementing display list
  110. world space z-coords from depth buffer...
  111. Why SwapBuffers slows down the performance?
  112. Blending and float buffer
  113. client state vertex
  114. void DrawElements in client state vertex
  115. Engine structure
  116. dependant texture problems ARB_fragment_program
  117. glGetTexImage not working...
  118. glOrtho + gluPerspectve: depth problems v2.0
  119. Wierd Diffuse Light with Vertex Shader
  120. Weired stencil shadows
  121. cel shading with glColor is that possible ?
  122. Large Vertex Array Crash with VBO
  123. better bump mapping
  124. Clipping planes with Cg
  125. Bump map flitering
  126. Texture Coord for a point on the edge of a triangle.
  127. Depth buffer in multipass algorithms
  128. Vertex array corruption
  129. How to render leaf textures smoothly?
  130. VBO related crash
  131. Clipping diffs on ATI & NVIDIA
  132. Water in ATI "Chimp" demo
  133. multipass rendering and polygon bleeding
  134. color format
  135. VBO Compabilty
  136. GL_MAX_TEXTURE_SIZE
  137. drawing without rendering. is this possible?
  138. .NET with OpenGL... Is it worth it?
  139. 3D Textures in GPU(VPU) memory only ?
  140. Are there any free downloaded RAD TOOLS
  141. Why FPS for my integrated video cards (SiS) is lower than 60?
  142. opengl fragment shaders...
  143. interpolate 2 textures - mission impossible?
  144. [Shadow Volume] Why models should be closed?
  145. Vertex cache in GeForceFX
  146. A BSpline over a surface
  147. Yet another question about DOT3 bump mapping
  148. Clipping problem, or at least I think so.
  149. line offsets
  150. ARB meeting notes posted
  151. on-the-fly normal map generation
  152. OpenGL drivers on Matrox P650
  153. what's the use of the alpha value of a texture
  154. LOD and strips
  155. Rendering the gun in an FPS
  156. Printing in Borland C++
  157. x-ray rendering
  158. Menu in OpenGl
  159. display lists (slow down)?
  160. nv_fragment_program inside arb_fragment program
  161. 2D CAD for open GL
  162. NV_RC or ARB_FP?
  163. nothing appear using GL_FILL
  164. first person point of view on walking bubblehead
  165. compute the depth value explicitly
  166. Half-Life 2 to 3DS MAX 6 importer released
  167. fragment program performance question
  168. new shadow mapping approach
  169. VBO: gl*Pointer invalid after dereferencing?
  170. 4 textures interpolation on 2 texture units?
  171. OpenGL Performance boost and questions
  172. Saving bitmap from openGL output, difference between original and bitmap?
  173. Textures bound to data/video streams
  174. problem with refresh rate on multiple viewports
  175. Texture environment
  176. a shadow production algorithm
  177. What do you think aboud dual parabaloid shadow mapping ?
  178. Extensions problem...
  179. Finding the tangent vector
  180. How to render without flickering?
  181. Real-Time Visibility Computation
  182. VBO Performance Strategy
  183. Strange behavior in GLUT Key Up/down
  184. dot3 bumpmap
  185. Error in OpenGL??
  186. Best way to highlight an object?
  187. how to implement the "pixel spice" effect
  188. reflection mapping. Strange problem.Please help.
  189. rotating and moving camera for FPS
  190. WGL_ARB_multisample example?
  191. nailboards in hardware
  192. range of float point numbers in the pbuffer
  193. gluSphere
  194. Vertex visibility
  195. Fast render of points in a texture.
  196. NURBS TESSELLATION
  197. GL_DEPTH_CLAMP_NV extension
  198. Accessing a portion of an uploaded texture
  199. Multitexturing and vbo
  200. OpenGl based 3D editor & BSP compiler
  201. : To redraw the particular object inthe jpeg image on the opengl screen
  202. Help NEED!!!
  203. Strange loss of performance
  204. glClipPlanes and flickering ..
  205. pixel shader manuals
  206. Please Help.. Picking on 3D Terrain..
  207. Question about index-buffers
  208. remote OpenGL crashes on Solaris
  209. Post again: Help NEED!!!
  210. Eliminating window of glut
  211. PN Triangles
  212. complicated polygons
  213. Hidden Line removal
  214. How to pack floats in a float texture.
  215. All goodies in 1, 2, 3, ..... passes?
  216. HOWTO: making dynamic reflections w/ Pbuffer
  217. resource equivalence
  218. strange ATI_FRAGMENT_SHADER + 3D texture behaviour
  219. fragment program: projective texture mapping
  220. Issue with rendering on GF2, GF3 in fullscreen mode only
  221. Early Z-buffer test with fragment programs/shaders
  222. GL_ARB_fragment_program and glDrawPixels
  223. Vertex Array Optimization
  224. video buffer question
  225. my tangents?
  226. depth buffer copy
  227. Non Visibility while rotating
  228. Fast Texture 1024x1024
  229. help needed
  230. how to unlock 'Additional Properties' in ForceWare 52.16?
  231. Robust stencil shadow volumes
  232. quake 2 source and programming info
  233. grabbing videos from OpenGL (slightly OT)
  234. bump mapping and triangle strips
  235. Dawn demo for ATI Radeons
  236. ARB_super_buffer extension
  237. Choppy and tearing... I don't understand
  238. Accessing a VBO inside a display list
  239. Just curious
  240. Water mapping
  241. Rendering artefacts on some cards
  242. Copying Borland C++ and OpenGL source codes
  243. OpenGL GeForce3/4
  244. Memory buffer update
  245. KIL Instruction?
  246. Render slices of 3D texture
  247. simple fragment program question
  248. 3D Text
  249. texturing terrain
  250. Fragment Programs