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  1. disabling fragment shader within multipass
  2. Curved surface shadow volumes computed completely on hardware?
  3. Vertex Arrays: Interleaved or seperated arrays?
  4. How to implement an openGL window into a "Windows-window"
  5. Z-test before and/or after fragment program?
  6. 3d Texture Compression
  7. RGBE texture loading
  8. Float texture
  9. openGL right for per-pixel 2D ?
  10. tangent space with smoothed normals
  11. Multitexturing for "realistic" planet rendering
  12. stencil backwards
  13. glPolygonMode problem
  14. wglUseFontOutlines and TextOut
  15. Problem with gluPerspective view?
  16. FBO Performance
  17. Projective Texture Anomalies (projtex.c)
  18. FBO, ATI and rectangle textures
  19. Congrats to Gremedy
  20. Small VBO problem with NVIDIA
  21. Why glReadPixels always read alpha value as 255
  22. half vector problem with directional light
  23. Depth Texture -> MipMap -> GLSL Shader?
  24. Ati catalyst 5.6 NPOT texture bug
  25. Pbuffer and extension function pointers..
  26. Intercepting the Interceptor
  27. FBO: depth buffer as texture
  28. ATI support for fragment.position and copy to depth texture
  29. FBO and cube map on ATI card with Catalyst 5.6
  30. Can FBOs do this?
  31. glTexEnvi Blending Problem.
  32. sized internal texture format support?
  33. pBuffers and FBOs
  34. gl*ClientState every frame?
  35. Pixels-per-inch and off-screen Bitmap
  36. whos using collada?
  37. I really need help on this one
  38. Test please...
  39. WGL ATI render texture rectangle
  40. very large VBO and wrong points
  41. Rendering more than one light.
  42. incomplete extension registry
  43. pixmaps, glRasterPos, and rotation....help please
  44. Passing texcoords problem... again.
  45. glDrawRangeElements and _nv001100gl segfault
  46. Problem with DOT3 bump mapping implementation
  47. No FBO on Geforce 4MX?
  48. refresh rate.
  49. calculating specular
  50. How can I get the value of x1,y1,z1 after glRotatef() in selection state?
  51. FBO and Fragment Shaders on Nvidia / Linux
  52. gDEBugger Version 1.5 is out
  53. GL_POINT_SPRITES_ARB slow w/ 6600gt, fast w/ 9800pro wth?
  54. Rendering gizmo (3d handler)...
  55. gloss mapping using seperate gloss texture
  56. ATI / Nvidia driver differences
  57. How to make a alpha test when glTexSubImage2D
  58. fbo stencil attachment not working
  59. complex blending
  60. update 2d texture stacks
  61. Self Collision Detection
  62. fbo+ drawbuffer(s)
  63. Analytically computing normals for volumes
  64. Problem about "Bezier Spline"
  65. VBO on Nvidia / Linux / bug in driver?
  66. FBO with 3d texture as color attachment
  67. Multi shadow mapping+fogging
  68. Feedback of reconstructed triangles?
  69. for a better understanding of shaders
  70. Yet another FBO question
  71. ATI VBO with SHORT geometry insanely slow
  72. glGenTextures() not thread safe?
  73. FBO causes my VBO to crash
  74. www.amanith.org (opensource c++ vector graphic framework)
  75. glutStrokeCharacter prints stroke font not found
  76. CPU usage at 100% even with vsync ON?
  77. FBO and Depth Buffering
  78. ATI, FBO, glGenerateMipmaps
  79. Why gluUnProject returns incosistent Obj Coords?
  80. transfering depth data into / out of FBOs
  81. Trailing camera
  82. PBO problems, and nVidia particle demo doesn't work??
  83. To Map() or not to Map()?
  84. FBO and GL_RGBA32F_ARB
  85. TIMER?????
  86. problem using fbo, please HELP
  87. Creating images from OpenGL
  88. best normal mapping technique for Open GL 1.4?
  89. Problem with shadow volume rendering
  90. FBO's driver implementation - use more than four texture in a fragment program
  91. Floating point PBuffer on ATI cards
  92. NV FBO Performance, Part 2
  93. glutMainLoop returns Storage_Error Help
  94. PBuffer & AUX texture bind question...
  95. ATI: "invalid operation" on glTexImage2D with depth-textures
  96. Conventional and generic vertex attributes (ARB_VERTEX_PROGRAM)
  97. zfail single pass shadow volumes and patents
  98. Data file with 3D vertices needed
  99. Extrusion of gluQuadric quadrics
  100. rotate the texture
  101. [Question] How I can compile displayList in other thread?
  102. optimal VBO arrangement.
  103. Copy between two FBOS
  104. Calling display lists are slower
  105. OBJ file translation
  106. OBJ file translation
  107. WIN API
  108. transparent shadow mapping: How To?
  109. Large Texture Support and/or Paging Techniques
  110. RTT + AA?
  111. Frame rate varying with VBO
  112. problem computing ... (solved)
  113. Any info about GL_NV_timer_query?
  114. No FBO on Quadro FX 1300?
  115. Dual GPU control without SLI, Drawig to multiple GPUs (no SLI)
  116. Video Processor on Geforce 7800 GTX, How to access the video processor
  117. fast pbo with ,nvidia
  118. Shader issue
  119. Question reguarding VBO's
  120. FBO, MRT and GLSL on ATI (current state of play)
  121. Rendering in the same window
  122. GL_EXT_framebuffer_object in Catalyst 5.7 ;)
  123. Linear Mipmapping with transparency bitmap color
  124. Problems with stencil - Renderbuffer
  125. FPS loss with two monitors on a 7800 GTX
  126. async texture loading
  127. Java Wireframe to OpenGL
  128. A header file for colours.
  129. FBO: Unknown error (0x0506)
  130. nVidia crash (cause yet unidentified)
  131. 3d render texture
  132. GLSL - pre-processor?
  133. offscreen rendering
  134. Frustum Culling
  135. gluProject and gluUnproject source (for float data)
  136. Divisory lines with cubemap
  137. problem using OPTION ARB_fog_linear in fragment program
  138. glortho and depth buffer
  139. FBO, PBO, Texture Upload / Download Profiler
  140. linux, fbo, nvdia: RGBA32F unsupported?
  141. multisampling and RTT
  142. glGenTextures touching my memory?
  143. Multi-Pass Per Object Glow?
  144. non-power of two performance?
  145. Off-topic: hardware that supports occlusion quieries
  146. billboarding with a roll
  147. FBO: glGenerateMipmapEXT -ATI
  148. 3 Tonemapping problems
  149. fast text rendering -- how??
  150. Diffuse convolution filter
  151. New 3d engine, need suggestions
  152. NV_pixel_data_range....
  153. nv77.18 stereo option disappeared for quadros
  154. Could u find the error in this code
  155. Some questions on vertex arrays
  156. Batching and VBO's
  157. GLSL with glDrawPixels
  158. Why sending polygons in wireframe mode is slower ?
  159. Accessing depth texture from fragment program
  160. FBO dimensions limitations on ATI
  161. Vertex Attribute Aliasing on ATI
  162. two short questions
  163. copying from texture to vertex buffer
  164. FBO support on ATI cards? When to expect?
  165. nvperfkit for linux
  166. Chained FBO textures
  167. gDEBugger v2.0 Beta is available for download
  168. switching screen resolution increases performance??
  169. how to do floating point blending
  170. Order independent transparency
  171. questions regarding my shadow code *UPDATE*
  172. problem of fps
  173. OpenGL ovelay verification
  174. why no shadow cubemaps?
  175. I need some document of GL_NV_occlusion_query and VBO
  176. area calculation
  177. Rendering to a texture, and using that to texture a triangle
  178. How to delete a mesh?
  179. FBO, PingPong, Shared Depth Render Buffer Problem
  180. Polygon Antialiasing
  181. Should Microsoft enable OpenGL to run as an ICD under Windows Vista's Aeroglass
  182. FBO, ATI, and texture with only one float color component
  183. bouncing ball
  184. Texture compression tutorial needed
  185. enabling fragment program causes invalid_operation
  186. Creating models suitable for vbo's
  187. VBO performance issues ... again !
  188. Deferred Shading & Anti-Aliasing
  189. Compiler options and extensions in GLSL on NVidia hardware
  190. FBO Question
  191. Fragment Shading in a Threaded Plugin
  192. Single Pass Dual-Paraboloid Shadow Mapping
  193. Texture mapping on warped mesh
  194. Yet another FBO question
  195. GL_SELECT slow on ATI x800
  196. ATI can't use glDrawElements in a display list?
  197. Render to depth textures and FBO
  198. Geometry Instancing
  199. help required
  200. FBO and Texture3D
  201. :( trouble reading back the stencil buffer
  202. High-quality transparency in one pass?
  203. GL_BLEND and fp pbuffer SLOW !
  204. PBuffer Faster than FBO on ATI?
  205. Problems with drawBuffers
  206. help with orthographic zoom
  207. Questions about FBOs
  208. glReadPixels giving problem.
  209. Drawing PBuffers to eachother
  210. Fragment/vertex program HW/SW support
  211. FBO switching or switching FBO bindings
  212. Menu's and texts
  213. stereoscopic driver add-on
  214. Selection Problem
  215. Texture manager (always ready texture objects)
  216. VBO max vertices?
  217. How to know how much memory one uses?
  218. Multiple VIewports and Mouse
  219. Element buffer offset?
  220. what is pbuffer
  221. Shadow mapping problems
  222. Can't bind pbuffer to depth texture
  223. University OpenGL project
  224. For a more understanding of shaders
  225. Texture Formats and FBO
  226. wglChoosePixelFormatARB
  227. Problem with shadowmaps
  228. depth textures not working with fbos
  229. Plane in viewport space
  230. Blenders look different on various graphics adapters
  231. speed with GL_FRAMEBUFFER_EXT
  232. Drawing Very Thick Lines, 2D antialiasing.
  233. glMaterialfv and GLSL shaders
  234. NURBS and it's Performance
  235. Render to Texture and keeping alpha
  236. reading color buffer to save as bitmap
  237. Text output on NVIDIA chips: bitmaps vs textures - different results!
  238. Limiting the shader
  239. Plotting Objects on the surface of a sphere
  240. Integrating glGenFramebuffersEXT and Maya...
  241. Tesselator and geometry shader talk
  242. Megatextures?
  243. can not update shadow-map
  244. Coons Surface problem pls Help
  245. help me for Coons
  246. Clipping planes differs on Nvidia and ATI
  247. Problem with render-to-texture
  248. Anyone recalls the demo posted some time ago? : faked soft shadows
  249. Per Pixel Lighing - old HW (help!!)
  250. How to retrieve points information on a rendered window?