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  1. render to vertex texture
  2. multipass-multitexturing problem
  3. draw many objects with a region no shown/drawn
  4. 2D cross section with glClipPlane
  5. display list and vertex program
  6. GL_NORMAL_ARRAY & glTexGeni problem
  7. Rational Bezier Curves
  8. max number of texture ?
  9. Particles
  10. glReadpixels speed problem on nvidia card
  11. normal map -> height map?
  12. problems with FBO and DL? *SOLVED
  13. Are "GL_EXT_secondary_color" & "GL_EXT_texture_env_combine" compatible?
  14. PBO and multitexturing
  15. standard benchmarking app
  16. Drawing & culling BSP geometry
  17. GL_NV_texgen_reflection ?
  18. Cubemap reflections without distortion in the FFP
  19. wglUseFontBitmapsW etc.
  20. Edge removal (pixels) on GPU?
  21. Shared OpenGL context
  22. Why no glGetTexSubImage() ??
  23. weird glsl error in Ati Cards
  24. subimages with gldrawPixels performance advince needed
  25. Lightmaps Future
  26. rendering from texture to texture directly
  27. FBO -> PBO -> VBO for render to vertex array
  28. Graphics Pipeline
  29. shadow maps in ATI cards looks ugly
  30. Fastest way to blur a texture?
  31. How to quick get a color polygons!
  32. glBindTexture Bottleneck?
  33. Shadow Mapping for directional lightsource
  34. Remote OpenGL
  35. FBO and MRT and colormask
  36. Dynamic Cube Reflection Mapping Help
  37. multisample 0 coverage depth writes?
  38. Depth buffer + GL_PROJECTION problems
  39. Fast Terrain Engine
  40. VBO performance initally very slow
  41. working with floating point textures
  42. Will the modelview matrix alter texgen planes?
  43. Square texture and dimension power of 2
  44. Disappoiting performances on textured mesh
  45. Depth Texturing
  46. Monochrome textures
  47. Functions for Object Drawing
  48. Could anyone suggest me how to implement bullet detection
  49. Multisample FBO
  50. how to make shadows in 2007
  51. Would display lists help draw grass faster?
  52. texture projection using GLSL
  53. GLU tesselator question
  54. Early-Z and stencil test
  55. glread and draw Problem
  56. Selection and feedback done in software or hardware?
  57. Multisample with two monitors
  58. GL_DEPTH_BITS changing within context???
  59. Clipping plane problem on different cards
  60. The next pipeline...in the pipeline?
  61. Emulating older hardware / testing fallback paths
  62. Longs Peak and beyond
  63. Longs Peak Object Model
  64. OpenGL SDK reference pages suggestion
  65. underwater lightshafts
  66. OpenGL and color management
  67. photoshop blending mode
  68. Error in the gl.spec?
  69. Shader Model x?
  70. glBindTexture Optimization
  71. DepthTest + Floating poing framebuffer object
  72. glTexImage* with width/height == 0
  73. redbook multisample example not work (GL_SAMPLE_BUFFERS = 0)
  74. Textures and Display Lists
  75. Use VBO with glInterleavedArray
  76. Texture Format Recognition
  77. shadow map problem
  78. Longs Peak Program Objects
  79. how to use several ogl control?
  80. Loading Data into Unform Struct Array
  81. Optimisation - A general question
  82. Compile display lists and multithreading
  83. Update 3D Texture inside GPU
  84. performance of early-Z
  85. Screen vs. 3D coordinates for GUI components
  86. Khronos at the GDC
  87. Sprite Animation / Texture Animation
  88. Old extensions in Longs Peak?
  89. Anybody using WGL_NV_gpu_affinity?
  90. EXT_texture_array performance
  91. Line width less than 1 pixel
  92. Selection Method for Volume Rendering
  93. Multi process opengl (SHELL+GAME) free resources, performance issue
  94. Approximation to Global Illumination
  95. using different texture format in MRT
  96. GL_TRIANGLE_STRIP Winding
  97. glBindFramebufferEXT performance
  98. Distance scaled point sprites
  99. Radar Display Imaging
  100. Question regarding shaders and shadow volumes
  101. Introducing glFX
  102. Concurrent render and readback
  103. tangents in fragmentshader
  104. CopyPixels broken?
  105. 8800 series texture formats?
  106. How to get the real depth value
  107. manual ARB_texture_compression comp/decomp
  108. CopyPixels
  109. ARB_shader_texture_lod
  110. MRT : Massive performance hit on ATI hardware
  111. Wierd nvidia performance problem
  112. Texture from Another Texture
  113. Advice required re storing thumbnails in video memory...
  114. Texture blending woes
  115. Occlusion Query, FBO and Alpha Testing
  116. Alpha blending problem with glReadPixels
  117. Transform feedback to Texture
  118. When transferring a framebuffer's texture to the screen, data is periodically lost
  119. New ATI Vista driver
  120. Simple frame by frame antialiasing?
  121. FBO and Vertex Texture Caper
  122. Avoiding "round-trip" API calls and performance
  123. FrameBuffer Object & Compressed Texture
  124. 'alpha to coverage' and multiple render targets
  125. Writing in the depth buffer ?
  126. Opengl -x windows in color index mode
  127. OpenGl Occlusion
  128. FBO Stencil Buffer = GL FRAMEBUFFER INCOMPLETE ATTACHMENT EXT
  129. sampling the depth buffer
  130. GL_FLOAT_RG32_NV on nvidia
  131. Bevel Text ?
  132. Depth Bounds Test ?¿?
  133. Depth Buffer vs gluUnProject
  134. occlusion culling causes flickering
  135. shadow mapping problem
  136. varying mat3 mymatrix
  137. How to set focal length in OpenGL^_^
  138. VBO access -- (GL_DYNAMIC_DRAW_ARB, GL_READ_WRITE_ARB) faster than (GL_DYNAMIC_DRAW_A
  139. stereovision
  140. What is depth value refer to in OpenGL?
  141. glDrawRangeElements -> INVALID_OPERATION
  142. Image Selection from 20 images
  143. FBO and GL_RGB10_A2
  144. Windowless 3D Content - Metaballs
  145. Loading Signed Data into Textures
  146. ATI Driver bug!
  147. gluNurbsCallback with invalid enumerant?
  148. VBO problem
  149. viewpoint and rotation point
  150. copying stencil buffer to 8 bit luminance image -> problem
  151. how to get crome effect on a model
  152. Longs Peak Hardware
  153. Smooth Tangent Space
  154. are there problems with lots of textures?
  155. GLSL to CG
  156. WGL_ARB_buffer_region issue
  157. DOF
  158. CG 1.5 and glsl
  159. GL_RGBA16F, glGenerateMipmaps
  160. glBlitFramebufferEXT with out-of-bounds src rect
  161. DepthMask
  162. Drawing part of a VBO
  163. pbuffer glDrawPixels gl_Bend errors
  164. Texture Coordinate Convention
  165. Deferred Shading and Texturing
  166. use VBO to draw dynamic text
  167. CG and texture matrix
  168. PXA270 and it's framebuffer - 2700G OpenGL ES
  169. Dynamic palette (color lut)
  170. How to get rid of client arrays
  171. Issue with fragment programs 2 and 8800
  172. VBO and Normal Array
  173. Video decode hardware acceleration
  174. Dyanmic Texture
  175. Multiple viewports
  176. Texture Sampler and Texture Cache
  177. VBO fastpaths
  178. Can I use glBufferSubData to overrun the length of the original buffer?
  179. Do any gfx cards not support VBOs?
  180. Vertex Attributes
  181. PBO/glTexSubImage2D: partial update broken
  182. Software development
  183. correct downscaling of images
  184. Analogue of D3DXTessellateRectPatch in OpenGL
  185. Asymmetric frustum + rotation?
  186. supported texture formats (nVidia and ATI)
  187. Shader Parameters & Multithreading
  188. FrameBuffer Complete ??
  189. Cg newbie questions
  190. Problems with compressed textures using pixel buffer object
  191. 3D Texture or stack of 2D Textures
  192. VBO Indexarray crashes on nVidia
  193. How to set the positon of the projection plane in OpenGL?
  194. Looking for beta testers for new OpenGL software
  195. multiple lighting passes and transparency
  196. DirectX 10 wrapper over OpenGL feasibility?
  197. Quickly allocating sub-textures out of a main texture
  198. water wave nVidia demo
  199. More than 8 TMU's on NVIDIA GL on XP
  200. EXT_framebuffer_object help!
  201. accumulation buffer + quad buffer
  202. 3D File to OpenGL c/c++ files
  203. dynamic VBO vs VA
  204. Webpage and Opengl
  205. How to capture from FBO ?
  206. Shadowbuffers: FBO and double-speed Z-only
  207. 3D Textures and Memory allocation
  208. Can wglMakeCurrent make deadlock?
  209. parallax mapping
  210. Draw the depth buffer as 2D image
  211. FBO and depth/stencil help
  212. FBO vs PBuffer mipmap speeds
  213. VBO vs. Vertex Arrays on a Quadro FX 1500
  214. glTexImage2D crashes on NV 93.71
  215. DShow video to opengl textures
  216. infinite projection matrix question.
  217. Render to texture and using it
  218. glDepthFunc(GL_GREATER) Function
  219. fp exposure adjustment logistics
  220. Problems with PBOs and frame grabbing
  221. invalid operation on PBOs
  222. 8 Bit Color Indexing to 24 Bit RGB Color
  223. PBO w/ 1K works, w/ 2K dies
  224. ARB_color_buffer_float help
  225. Vertex weighting ideas
  226. Wraparound Shift of Texture Data
  227. Aliasing one texture with another
  228. nv_depth_buffer_float breaks shadow mapping
  229. shadowmapping problems
  230. blur effect
  231. success with EXT_stencil_two_side, not separate stencil
  232. FBO and early Z culling
  233. Which OpenGL State can be modified in CG Pixel Shader
  234. wglMakeCurrent returning ERROR_BUSY
  235. glGet call for the Active Texture Unit?
  236. ATI and GLSL 1.2
  237. using nvidia HW PCF
  238. The pipeline newsletter number 4 is...
  239. VBO & glMultiDrawElements
  240. Copy Viewport
  241. GL_LINEAR for color and GL_NEAREST for alpha
  242. Render to and from same MRT
  243. Vert Arrays + Cg shader = crash, seperately work fine
  244. emulating nvidia's pcf for shadow maps
  245. Long Peaks
  246. weird green line
  247. Updates for "Parallel-Split Shadow Maps" Project Webpage
  248. I have a question about FBO and glBlendFunc?
  249. Physical reason of texture size limitation
  250. Inconsistent Occlusion Queries