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  1. Problem using same texture alternately with and without mipmaps
  2. Fastest ortho quads?
  3. How can I create a pleasing negative stereo
  4. Float precision with 32F textures
  5. MRT and depth encoding on ATI
  6. how to replace the color?
  7. Is there any way to read the rectangle from the texture?
  8. 16-Bit FBO on GeForce6800 GT
  9. Occlusion queries with FBOs
  10. Whatever happened to the F-Buffer
  11. Problem with GLSL bump mapping
  12. float color buffer
  13. texturing from 8-bbp bitmap with colour tables
  14. PBO and VBO
  15. What shadowmapping technique for Large outdoor areas?
  16. Off-screen rendering @32X FSAA - possible?
  17. OQ, color+depth+stencil
  18. Offscreen drawing
  19. gluLookAt :: Rotation Angle
  20. How to fill a texture with numerical data
  21. Cg glsl profile question.
  22. ATI, glMapBuffer and memcpy incompatible?
  23. How are OpenGL orders given to GPU?
  24. synchronized openGL windows
  25. arb_vertex_program extension.
  26. Clamp tex coords to sub tex
  27. Hiding maximize and minimize buttons
  28. Z-order: keeping an openGL window on top
  29. understanding ftransform
  30. Strange colors on FBO
  31. Machine readable function/enum specs?
  32. FBO shadow mapping not working on big scenes
  33. alpha test & early-z confusion
  34. Need to bind vertex attribute to location 0?
  35. VBO via PBO
  36. GLext.h updates: how often?
  37. glColorMask() question
  38. NV_pixel_data_range - Documentation ?
  39. Overlapping 32bit transparent images.
  40. NV_primitive_restart performance
  41. shadows don't work on ATI cards? Surely not.
  42. Selection mode hits and pointers..
  43. GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_NEAREST
  44. Soft shadows
  45. Shadow volume / wedge problem
  46. 3d texture problem with (unsigned) short data type
  47. glCompressedTexImage2D and NPOT textures
  48. Render to element buffers possible?
  49. Algorithms for Smoke Plume Special Effects
  50. GPU Sorting algorithm
  51. Problem about Using VBO , Somebody can help me?
  52. Problem with fragment.color.secondary, specific to Forceware 91.47
  53. Black scenes issue on nvidia cards
  54. efficient drawing of a grid
  55. STEP visualization
  56. textures combination
  57. gluSphere texture coordinates
  58. Hardware Skinning?
  59. questions about ATI
  60. Bugs in the OpenGL specification files.
  61. Efficient drawing of a staggered grid
  62. efficiency of drawing with and without VBO
  63. Is it okay to rely on glCopyTexImage2D() working with a hidden window?
  64. glCopyTexImage2D()...from one pixel format to another
  65. glGenerateMipmapEXT() fails?
  66. Selection mode with multiple viewports
  67. Two esoteric GL questions:
  68. Picking and points
  69. cg 1.2 to cg 1.4
  70. Normal array screws up cube mapping
  71. cg & display lists
  72. Odd GLSL Problem
  73. A strange problem about Cg FS
  74. transparence and lighting.
  75. current status of ARB_texture_rectangle on ATI
  76. Texture unit 0 blending with Texture unit 1 problem
  77. A problem about Cg shader
  78. volumetric graphics book?
  79. glDrawElements/glArrayElement with VBO's
  80. blending with glBlendFuncSeparate
  81. GL_LINE_SMOOTH bug?
  82. Nested FBO's slowdown
  83. FBO and PBO
  84. gDEBugger V3.0 adds ATI Hardware Performance Counters and supports OpenGL V2.1
  85. OpenGL extension rumor
  86. ICC profiles and OpenGL
  87. Order independent transparency and temporary buffers
  88. nvidia driver error
  89. Help me, i'm desperate :(
  90. vsync + specular
  91. multi windows at multi-display environment
  92. Getting compressed cube map face data from GPU broken on ATI Catalyst 6.10?
  93. 8800 spanning across 4 monitors with 2 cards
  94. volume vis - isosurfaces
  95. about GeForce 8 Series (G8X) OpenGL Extensions
  96. CgFX best practices
  97. ATI OpenGL support roadmap
  98. Gimbal Lock Problem
  99. Sudden performance drop while rendering
  100. ATI HLSL to GLSL
  101. Highlighting polygons
  102. prevent system memory copy of textures
  103. Reading object from file (face-vertex format)
  104. framebuffer_blit with multisample inverts the blit
  105. clip object above a surface
  106. how to disable GLSL uniform variable optimization
  107. Transparency
  108. glReadPixels bug with GL_LUMINANCE?
  109. how to limit the GLUT window resize to a minimum size
  110. GLSL error with new 8800GTX extensions
  111. GLSL sampler/TMU management and state changes
  112. Do redundent state changes count?
  113. glReadPixel slowdown?
  114. gluBuild3DMipmap and glu1.3
  115. driver slowdown
  116. GL Pipeline Newsletter vol 2 is up
  117. noise()'s in GLSL?
  118. GL_ATI_memory_export
  119. How to make interleave row rendering?
  120. GS tessellation for terrain meshes
  121. Collision detection between concave objects using occlusion queries
  122. How to read back stencil buffer
  123. Detect openGL version on a multi-graphic board system
  124. FBO incomplete read buffer
  125. PointSprites are suported using VBO
  126. Ati fragment shader hardware details revealed
  127. Weird problem with shadow volumes
  128. future of shaders
  129. Default lighting behavior?
  130. Translucency and multi-pass lighting
  131. VBO & DisplayList,which is faster
  132. Problem with poly winding of shadow volume walls
  133. Lags when switching shaders on nVidia using Cg
  134. setting up multiple render targets
  135. Matrix operations inaccuracy
  136. blending colors
  137. glDrawPixels: centering inside a list
  138. GLEX - Introducing yet another extension "library"
  139. FBO + MRT + GL_RGB16F
  140. NV_depth_buffer_float
  141. GL_EXT_framebuffer_blit ???
  142. gluProject
  143. Performance Identifying Problem
  144. Editing a Alpha texture in realtime
  145. OpenGL Extensions
  146. payed work, help needed immediately
  147. Fastest way to stream CPU-derived vertex data
  148. How to obtain world coordinates of the point in shader?
  149. fbo/depthbuffer madness
  150. How to redraw only a region of a viewport?
  151. NPOT 3d texture revisited
  152. How to prevent volume shadows from going through walls?
  153. preventing self-shadowing
  154. Cube mapping confusion
  155. Soft volumetric stencil shadows - how?
  156. multithreaded OpenGL WTF?
  157. Mixing FBO's with different data types seems to kill performance
  158. selection with a polygon region
  159. 97.44 multisample framebuffer_blit still inverted
  160. picking and vbo
  161. EXT_timer_query not enough for me
  162. FBO, MRT and NPOT
  163. G80, user clip planes, ARB_position_invariant
  164. how to zoom an image.
  165. GF 7900 GTX bug with VBO-data & non-VBO-indices?
  166. ReadPixel in Perspective
  167. mouse handling very slow with newer nvidia drivers
  168. Problem with Region selection!
  169. Illuminating gl_lines
  170. flushvertices - help!
  171. What driver/registry setting exposes multisample_coverage?
  172. volume renderer - gpu raycast
  173. GLSL samplerBuffer, syntax errror
  174. pre-integrated vol rendering
  175. FBO problem: error 1286
  176. Again stencil shadows.
  177. z-fail shadow algorithm
  178. "!!ARBvp1.0" : unrecognized ?
  179. Eye space position from depth texture
  180. GF 7950 GT: no GL extensions found..
  181. FBO perf...
  182. FBO failure
  183. VBO performance gain on dynamic data
  184. Can I list used extensions automatically?
  185. Float Render to Texture gives malformed output
  186. creating depth texture without rendering twice?
  187. Fixed FP behavior from 6xxx to 8xxx
  188. FBO's and floating point
  189. saeasonal greetings
  190. How to avoid flash in an animation?
  191. Dynamic lighting with a 3D texture?
  192. GLSL sampler array = different behaviour on RADEON / GEFORCE
  193. GL_SAMPLE_BUFFERS is reset when using FBO
  194. best method of updating alpha only of a framebuffer
  195. Z-fighting or something else? (pic)
  196. Texture Matrix Rotation
  197. VBOs and memory usage
  198. Cubemap FBO's on some ATI cards...lots of info
  199. blending multiple shadowmaps
  200. RGB_S3TC_DXT1 vs. RGBA_S3TC_DXT1
  201. improved shadowmapping
  202. OpenGL API Decisions
  203. shadow projection
  204. The area of the shadow that one 3d model creates over other 3d models
  205. 3d texture in vertex shader
  206. Best Notebook computer for Shader Development
  207. advice on program structure
  208. Use texture as geometry
  209. line rasterization
  210. rect tex & np2 tex,which one does ATi & 3DLabs support
  211. Windows-Linux WGL error.
  212. Seperate rendering thread for better performance?
  213. FBO GenerateMipmapExt() on non-square texture crash
  214. Survey respondents needed for masters thesis
  215. OpenGL Matrix to XYZ rotation and back
  216. PBO in Catalyst 7.1 !
  217. VBO performances
  218. Shader Output clipping, problems with API
  219. moire patterns / woodgrain artifacts - Volume renderer
  220. Setting texture as depth
  221. Nonplanar texture coordinates
  222. Interactive Scale & Bias
  223. FBO: Offscreen rendering & Onscreen display
  224. rendering a subregion of a 3D texture?
  225. HDR, reproducing this in GL
  226. Image Manipulation
  227. FBO and Multisample
  228. foto sphere image covering
  229. NV_depth_buffer_float and FBOs
  230. GLX protocol
  231. EXT_framebuffer_blit
  232. Alpha Test + FBO (FP16)
  233. OpenGL version 1.2 in Borland C++ Builder 5
  234. Precompiled GLSL?
  235. DirectShow and Capturing Frame Buffer
  236. nVidia FP uniforms driver optimization lags
  237. Clear Video Card Memory
  238. Problem rendering into a Texture Array
  239. Z-Fail Stencil Shadow Volumes
  240. fill cost of a triangle with zero alpha at all corners
  241. cgSetErrorCallback function and VS2005
  242. quad and perspective correction?
  243. GL_ARB_multisample questions
  244. Clipping triangles in clip space
  245. Finding the maximum video memory...
  246. Using glreadpixels to find coords?
  247. Rendering 3D terrain with more than one texture
  248. Using env_dot3 with colored lights
  249. Color array overrides material alpha
  250. DXT5 for highquality texturecompression