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  1. vertex formatting
  2. FBO precision for GPU volume rendering
  3. using assembly and glsl in same program
  4. Tessellation Question
  5. glVertexAttribPointer
  6. Longs Peak drafts ?
  7. GLSL and Texture Coordinates Problem
  8. Why the system "PF usage" increased markedly when I create a huge size "VBO"
  9. How to copy depth buffer to a texture
  10. SDK 10 PROBLEM
  11. Getting gDEBugger to work
  12. FBO problem
  13. Mirroring the framebuffer
  14. SLI do it yourself
  15. Object Space Motion Blur
  16. ATI 7.5 OpenGL breakage
  17. How to enable/force VSYNC ?
  18. OpenGL BoF at SIGGRAPH?
  19. Low rendering performance
  20. Copying buffer objects
  21. memory management for mipmap levels
  22. Second pass render technique for precise world coord calculation
  23. Extremely weird performance issue
  24. glRead/drawpixels over FBO
  25. glClear for FBO
  26. multiple apps accessing same resources
  27. Detect 64bpp/128bpp texture filtering support
  28. How to render a scene from "Left" or "top" view just like 3D max?
  29. help with selection ad picking??
  30. get depth buffer dimension
  31. texture size in FBO
  32. Disable Catalist's Antialiasing
  33. Pipeline Newsletter Volume 4
  34. Is it possible to do the lighting in model space?
  35. Selection/Picking ---Imported Drawing?
  36. Render-To-Texture (FBO) and Texel fetch problem
  37. Floor, Triangle strips and text coord
  38. MUI design
  39. Zoom a drawing
  40. glScissor & performance
  41. LP: Multi-threading?
  42. Skeletal Animation Anyone?
  43. glReadPixel :: Occlusion Query
  44. Single-pass render to cubemap
  45. FBO Multisample / FBO Blit question MRTs
  46. Still problems with mipmap
  47. Problems with reading data from FBO to MainMemory
  48. Where's the load? Rendering a few quads...
  49. Using an fbo to render to cubemap faces
  50. help with arcs??
  51. ATI 2900 and the tessellator unit?
  52. DXTC artifacts in rectangle textures on ATI
  53. one/two channel float rendering on ATI R300 or better
  54. trapezoid mapping
  55. ATI glCompressedTexImage2DARB crash with PBO bound
  56. Synchronized glCopyTexSubImage3D
  57. Resize a bufferobject after transform feedback
  58. Vertex culling without GL_EXT_cull_vertex
  59. order independent transparency
  60. Rendering problem
  61. laying down depth
  62. Compiling Mesa 7.0
  63. order independent transparency problems in NVIDIA 8XXX GPUs
  64. Seperate texture color channels using GL 1.3
  65. chm file
  66. FBO pitfall on nVidia
  67. Float depth buffer and 3D texture
  68. Rubberbanding with XOR??
  69. floating-point fbo: blending?
  70. Threads rendering to different contexts
  71. instancing?
  72. magnification filter and shaders
  73. Black Objects if use GL_ARB_vertex_program without GL_ARB_fragment_program
  74. Trouble moving from one VBO to multiple VBOs
  75. Blending Mode
  76. hardware cursor using OpenGL
  77. NVIDIA VBO performance issue
  78. gluPickMatrix
  79. FBO question
  80. threaded application in opengl
  81. [ATI 7.6 + X1550 + Vista bug] glPixelMap()
  82. FBO and stencil: problem
  83. Issues with multisample FBOs on nVidia cards.
  84. GLSL linking error with Radeon 2400
  85. 8800 GTX + Vista + FBO = low performance
  86. another question on texture storage...
  87. Question about SLI
  88. glucylinder between two points
  89. Color array with VBO causes 60% slowdown on ATI drivers
  90. FBO - texture or renderbuffer
  91. FBO on Vista
  92. SIGGRAPH and Longs Peak
  93. SRCn_RGB and OPERANDn_RGB should be used as pname for glTexEnv?
  94. glRenderMode(GL_SELECT) and Display Lists
  95. Drawing overlapping translucent triangles with stencil buffer
  96. Overlapping lines
  97. occlusion query
  98. discard or glAlphaFunc
  99. Texture 3D to Image..
  100. OpenGL 3 announced
  101. Text on the surface of 3D-packages doesn't work
  102. PrintOut of OpenGL-generated 3D-packages doesn't work
  103. No more client side vertex arrays in OpenGL 3 : why ?
  104. Possible to disable multitexture coord interpolation?
  105. GL_POLYGON_SMOOTH
  106. Need help understanding image tiling
  107. Multithread problem
  108. Animation With OpenGl & C++ & .wrl
  109. Current driver support status for rectengular textures
  110. How to code mouse controlled rotation?
  111. should i turn off AA with fullscreen quads
  112. glDrawArraysInstancedEXT
  113. Insane max point size on X1900 on Vista
  114. How OpenGL generate OBJ Name?
  115. Possible bug in ATI drivers?
  116. Why call it "geometry shaders" ?
  117. return of "wglGetProcAddress()" is same in different RC?
  118. problem with user clip planes on GeForce 8800
  119. Point Sprite Size and Multisampling?
  120. PBO as textures
  121. MipMaps
  122. OpenGL 3 and GLSL
  123. Why should i use GLfloat instead of float ?
  124. Shadow map blinking with FBO implementation
  125. fbo multisampling
  126. GL3 and texture binding
  127. NV ForceWare system freeze due to texture memory fragmentation
  128. OpenGL MPEG2
  129. glGenerateMipmapEXT and GL_GENERATE_MIPMAP with PBO
  130. FBOs
  131. check gpu's support for specific features
  132. Application controled AA
  133. OpenVG + OpenGL
  134. Rendering only partially shown in release mode
  135. How to get GLlist content after tesselation?
  136. OT: Spherical Harmonics Coefficients from light-probe HDR file
  137. Mount Evans - Vista only ?
  138. material & texture & tranparency
  139. gDEBugger LINUX - Public Beta Available!
  140. GLU, WGL and GLX spec files
  141. Rendering texture atlas
  142. Transform Feedback with LINE_STRIP
  143. Which is the FASTEST way to read A pixel from Texture/Framebuffer
  144. Preparations for upgrading to OpenGL 3.0
  145. OT: ATI anounces HW spec releases
  146. Shadow map performance with ATI Catalyst 6.11
  147. Object Oriented OpenGL
  148. Which extensions affect early-z behavior?
  149. Maximum array size in geometry shader
  150. [OT] generalized megatexture : how ?
  151. multi-curves visualization
  152. Observing VBO max. recommendations?!
  153. What's the fewest number of bits possible in a color-renderable texture?
  154. Texture Mapping & CPP
  155. antialias rubberband disappears
  156. multiple contexts and pbuffers
  157. id's "Rage" engine, Tech5 is OpenGL based
  158. Linearized depth for shadowmap
  159. skybox depth test
  160. Writing to an element VBO via geometry shader
  161. How do I use Multiple Textures in OpenGL in VB.NET???
  162. to interleave or not
  163. Transformation matrices.
  164. Lots of small shaders or one big one?
  165. framebuffer object with multisample
  166. 3D font with unicode through wglUseFontOutlines ?
  167. why texture2d has no effect?
  168. Shader linking fails when editing a copy of gl_PointCoord
  169. OpenGL and OpenMP
  170. GL_POINT_SPRITE_ARB and glsl
  171. glew and Geforce8800GTS
  172. How do I draw multiple bezier curves??
  173. Proper way to copy from PBO to a 3D texture?
  174. stenciled shadow volumes and shaders
  175. Clearing Depth Buffer in FBO
  176. Framebuffer Object, can't write to multiple Textures
  177. How much information should extension specifications contain?
  178. Normals in Vertex Buffer Object
  179. fbo with attachments of different formats
  180. Hardware accelerated video stream decoding in OpenGL
  181. Volume rendering - implementing refined bounding box
  182. MS OpenGL implementation
  183. Where are constant values specified?
  184. Mobile Intel 965 + glCopyPixels?
  185. Distorted textures using point sprites
  186. Early Stencil Rejection
  187. Alpha testing
  188. Drawing from two different VBOs at once?
  189. MipMapping troubles
  190. FBO and multiple threads
  191. Application Controlled CSAA
  192. FBO and Shadow Mapping Depth Texture
  193. Simplest GLUT alternative?
  194. vista swapbuffers
  195. Cg and front/back fragments?
  196. Python Shadows
  197. Practical LOD
  198. FBO + MRT + large float textures = error?
  199. mod2x blend mode?
  200. Help using Mesa
  201. ARB_sync - what happened?
  202. Angle in Degree to Euler Angle
  203. gluBeginCurve() Problem
  204. OUT_OF_MEMEORY during glDrawElements
  205. 2D view of a 3D environment
  206. downsampling a texture
  207. FBO + rectangular textures
  208. polygon rasterization and depth test
  209. Depth-only pbuffers quite-non-intuitive pitfall
  210. Speed of glUniformMatrix4fv
  211. read and write to the same fbo
  212. ModelView Matrix Angle XYZ
  213. Perspective/Ortho Projection for Volume Rendering
  214. Yet another Shadow Map. question.(artifact/bug?)
  215. Redundant texture switches
  216. Emulating Frequency Stream Divider in OpenGL
  217. Help : Can't use 32bit depth texture
  218. About real-time chart
  219. VBO much slower than display list?
  220. Performance of glReadPixels() question
  221. converting OPENGL_wgl to OPENGL_glut
  222. Blitting depth does not work
  223. GL_EXT_framebuffer_object missing on GeForce 7050?
  224. MRT blending
  225. freetype fonts are twisted.
  226. Polygon offset fails at short distance
  227. GL3 and matrices
  228. Output data packing
  229. VBO enhanced performance
  230. Depth blit with multisampled FBO
  231. GLUT_KEY interferring with rest of keyboard
  232. VBO creation and management policy
  233. Vertex Paint & Texture Mix
  234. Shadow
  235. FBO Packed depth/stencil gotcha
  236. How do I access the depth buffer in a frag shader?
  237. X-Winodw - Process runs after killing the winodw
  238. grey client texture to LUMINANCE_ALPHA internal
  239. Occlusion check for up to 8 Projectors
  240. read FBO depth values in fragment shader? [solved]
  241. Point in viewFrustum
  242. texture upload.
  243. ATI/AMD Cat7.11 - AMD performance monitor
  244. Motionblur, problems with numerical precision
  245. Bindable uniform of sampler2DArray?
  246. Texture Buffer Object, how it works?
  247. transform terrain
  248. Smooth points rasterization depth
  249. OpenGL 3.0 has glColor glNormal commands?
  250. ATI and depth buffer readback