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