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  1. Problem to load bordered 3D texture
  2. Engine design problem.
  3. Using gl_ClipVertex in GLSL
  4. move camera with pixel
  5. getting Z buffer without rendering
  6. Water Caustics Problem
  7. camera simulation
  8. Infinite shadow volumes
  9. FBO and 3D texture
  10. pseudo register for glGetError
  11. toggle between display
  12. Dynamic Shadow Mapping - FBO's and Cube Maps?
  13. Problems with dot3 cgShader on differnd profiles
  14. about s3tc and texture compression
  15. Passing RenderTexture to Cg
  16. texture alpha value
  17. GL_REPEAT and interpolation problem
  18. advanced texture blending
  19. point sprites vs. quads
  20. Fragment Program and Pixel Locations
  21. Anisotropic filtering for 3D textures
  22. Stipple dash length for diagonal line
  23. EXT_separate_specular_color faulty?
  24. On volume texture atlases
  25. HELP! Windows icons are disappearing!!!
  26. right way to check for hardware accelerated floating point blending
  27. Problem with GL_ATI_fragment_shader
  28. NVIDIA software fallback
  29. GLSDK and Pbuffer problem?
  30. NV_depth_clamp and GL_SELECT mode
  31. 3D scne and 2D primitives
  32. Question about bumpmapping.
  33. JoyStick Implemetation in GLUT
  34. ARB_fragment_program view vector
  35. fbo, pbo, vbo & render_to_vertex_array
  36. Possible to reflect specular highlights?
  37. texture filtering precision
  38. downsampling floating-point NPOT textures
  39. Question About NURBS
  40. gluNurbsSurface stopping short
  41. Move calculation from cpu to gpu
  42. Automatic Texture Coordinate Generation in fragment Program
  43. NV Quadro 3400 BufferSwap problem
  44. How do I make a seperate Window?
  45. problems with glEvalMesh...
  46. Rendering a list of structures - Advice
  47. using compressed textures
  48. deferred shading and different materials
  49. different attenuation on 3 axis
  50. Own Image Format
  51. Walking up the hill..
  52. Multitexture setup for GLSL
  53. 3DS, mesh and ROCK'N'ROLL!
  54. Loading textures, methods, ideas, suggestions are welcomed.
  55. Cube Map Texture Selection
  56. Drawing 2D rectangle w/ unique fill
  57. speed of GL_PROJECTION vs GL_MODELVIEW?
  58. CAD- locating exact 3dpoint on primitive
  59. FBO driving me crazy..
  60. a disk constantly facing the user
  61. HW aided skeletal mesh deformation...
  62. I have a Spline curve,How could I Generate a 3D tube base on this curve?
  63. How to programme OopenGl on Network
  64. Multiple FB's in FBO
  65. Selecting object in 3D in editor
  66. glCallList fails to render
  67. How to treat RGB as transparent ?
  68. draw a depth map
  69. problem with perspective view
  70. Load a S3TC (DDS) texture without mipmaps.
  71. arb_fragment_program + ATI = slow
  72. Clipping Planes and Precision
  73. SLI development, anybody?
  74. Lightmap generation/Shadow calculation
  75. OpenGL bugs on specific platforms only?
  76. Multi-Head Multi-Card
  77. Save compressed texture
  78. Clearing the ZBuffer of a PBuffer doesn't work
  79. Cg and Sh
  80. Destination blending in multisample pbuffer
  81. Define which triangle is visible?
  82. morphing surfaces...
  83. Memory texture
  84. Vertex cache size.
  85. glEdgeFlag
  86. Approximating gaussian blurs
  87. Nurbs Evaluator
  88. Clearest method of drawing a texture to 2D screen
  89. image/texture library
  90. linear sampling in frag shaders
  91. Automatic normal per triangle
  92. How OpenGL manage it's Video Memory
  93. Display Quadrilateral
  94. FBO, FLOAT, HDR
  95. Regarding VBOs
  96. sampling extra texture in fp boosts performance !?!
  97. FBO and multitexturing
  98. instancing support and multiple render targets
  99. Do drivers typically reset redundant states?
  100. help
  101. Problem with glDrawRangeElementsEXT
  102. Point Sprites and Environment Maps
  103. Floating point textures, negative numbers and value range
  104. Orthographic projected textures
  105. Problems with WGL_TYPE_RGBA_FLOAT_ARB
  106. Alpha channel with multitexture glDrawElements
  107. Finding correct tangent vectors
  108. glFlush in multi-thread.
  109. I have a demo, and it needs testing
  110. possible to calculate near clip?
  111. Zbuffer disabled and picking
  112. Mixing OpenGL and GDI
  113. "Ping Ponging" Frame Buffer Objects
  114. PBO on ATI
  115. Confused about rotations...
  116. multi monitor support for 4 monitors?
  117. FBO, floating point buffers, and clamping
  118. Cube Map Cg Shader - hard
  119. ODE help - Spaces and collision detection
  120. Can you mipmap a depth texture?
  121. dxt3 or dxt5?
  122. VBOs questions
  123. problem using gluUnproject
  124. order indapendant transparency and shadow mapping
  125. Rendering instances of animated mesh
  126. Matrices - Performance Question
  127. Frame buffer color keying
  128. Moving back to software - when?
  129. Check if framebuffer or stencilbuffer changed
  130. glDrawPixels + get pixel user clicked on
  131. set color for Nurbs object
  132. Ambient lighting with multitexture normal mapping.
  133. CPU or GPU shadow extrusion?
  134. Multiple occlusion queries
  135. minimizing blended billboard popping
  136. zbuffer writing without rendering
  137. FBO + glGetTexImage == no go?
  138. FBO problem in GFX5200
  139. Aspect ratio for 2D quads when rotating
  140. which API calls are asynchronous? (maximum throughput)
  141. Cg ridiculousity
  142. Loading OpenGL app. from OpenGL
  143. Polygon Performance
  144. Performance measurement
  145. WGL_ARB_render_texture slow with NVidia
  146. Get supported resolution...
  147. Help! Drawing to pbuffer causes 1282 invalid operation?
  148. pleblem of using 3d texture
  149. WGL_ARB_pbuffer vs. PFD_DRAW_TO_BITMAP
  150. So, how is FBO on ATI coming along?
  151. Using several texture units, or fetching several times
  152. Early z-test
  153. which parameter can a texture object keep
  154. Tricky Blending
  155. problem when using 3d texture
  156. Skewing of glut primitives problem!
  157. unknown error code (related to FBO's?)
  158. Shadow map to bitmap
  159. glGetTexImage
  160. no depth in pbuffer
  161. FBO & attached depth texture
  162. Z-fighting for shadow volumes on ATI cards, and a question about NV_DEPTH_CLAMP
  163. Texture Problem
  164. order of texture sampling
  165. Pixel popping when using scissor test
  166. problem of 3d texture
  167. opengl latency
  168. 3DS/MAX Key Frame Animation In OpenGL
  169. evalutors
  170. I want do bone animation reading from the file, but what kind of file format?
  171. rotate of 3d texture
  172. rectangle textures and multitexturing ? (FBO inside)
  173. how to use glut in VB6.0?
  174. Projection for tiled renderer
  175. Capped Shadow Volume
  176. PS3 and OpenGL
  177. texture order
  178. Nurbs fitting with length restriction
  179. Conditional branching on NV4x
  180. loos focus and display by resize window
  181. Doom3 like attenuation ?
  182. Doom3 with Relief Mapping
  183. Copying rendering context
  184. glTexSubImage2D Screws up Texture
  185. fog with blended polygons
  186. check if shadow map is correct
  187. VBO / ARB_vertex_program problem
  188. 3d texture on pc
  189. pbuffer copy problems
  190. Dynamic cubemap + FBO
  191. libGL and libGLU exported functions
  192. HL2 models in the real world
  193. framebuffer reading and re-color pixels
  194. Subtexture Tiling: Possible?
  195. system reset via simple GL program
  196. FBO Bug ? (fragment discarded)
  197. glMaterial is causing crash
  198. 3dlabs Realism 200's OpenGL Extentions
  199. What's problem with gluProject and gluUnProject
  200. PBuffer not working
  201. suggestion: refining functions
  202. nivida drivers linux
  203. Float pbuffer
  204. 3d texture mapping
  205. Non Power Of 2 Texture
  206. Problems passing UV coords.
  207. floating point textures and gluBuild2DMipmaps
  208. Early-Z, FBO, HDR
  209. floating point cubic textures?
  210. Cube shadow map lookups
  211. where can I report the NVIDIA driver's bug
  212. fragment position
  213. depth buffer and texture mapping-based volume rendering
  214. Something's wrong with my tangents and binormals
  215. sorting front to back
  216. Shadow mapping and cubemap
  217. Vertex Array slowdown (vs. Immediate Mode)
  218. Colourise texture on old hardware
  219. HDR loading/displaying
  220. wglShareLists ATI driver bug?
  221. Selection Mode, selecting front poly only
  222. Multi-thread application about OpenGL
  223. Making a texture from the currenct Mac OS X desktop/screen?
  224. Convert Bitmap to 3D Extruded Mesh
  225. Stencil pattern does not work correctly
  226. Multitexture extension and selective transformation
  227. High Res Textures
  228. OT: Graphics Research
  229. Two-sided tangent space lighting
  230. large 3Dtexture do not generate GL_OUT_OF_MEMORY on NVidia cards
  231. framebuffer clamping
  232. yes ... another shadow mapping question
  233. How to get 3D points from true type font?
  234. FBO - cubemap rendering
  235. Render to textures but with a reverse order?
  236. Problem with textures
  237. Perspective Cube Shadow Maps
  238. help w/ ARB_OCCLUSION
  239. ok, so what with that antialiased pbuffer on ATI?
  240. dual monitor issue
  241. problem in using multiple threads in openGL
  242. mgs2 color smearing effect
  243. PBuffer & MultiThread
  244. Is this a correct way to compute the scissor rectangle?
  245. Float texture
  246. Performance drop after drawing a line
  247. projection matrix question for tom
  248. Problem with plain old per vertex reflection cubemap
  249. nVidia drivers - ever heard of OGL_App_SupportBits?
  250. 3 detail maps and a colormap with only 2 tex units