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  1. how to draw 3d window?
  2. Weird rendering problem in certain computers
  3. glOrtho and the z-buffer
  4. FBO and custom reverse mipmap generation
  5. Perlin Noise involing LOD textures
  6. About physical simulation
  7. Geometry Shaders
  8. problem CSG in OpenGL using MFC ( SDI) ?
  9. Poster sized bitmap and Dual Monitor hardware
  10. Floating point texture extensions and mipmapping
  11. Prioritize textures?
  12. Displacement Map:
  13. Strange GL_LINE_STRIP behaviour
  14. Downscaled Buffers
  15. How to read the result of depth render target?
  16. no updates are rendered to the scree
  17. Occlusion queries are cool
  18. Efficient rendering of terrain layers
  19. Sharing Texture,FBO,VBO,GLSL objs in OGL 2 & OGL 3
  20. Should non-mipmapped textures be a huge slowdown?
  21. Poor rendering quality with FBOs
  22. Thesis: relief generation based on bump-mapping
  23. Ray-Model Collision Problem
  24. multisampling and float fbos
  25. How to draw Platform-independent text ?
  26. Color clipping disable in OpenGL
  27. nvidia instancing demo
  28. What is GL 3.0's hold up?
  29. Color staturation ...
  30. Is it a valid shader?
  31. Rendering HTML with OpenGL
  32. 3D shadow texture?
  33. GLSL, half + fixed data types?
  34. 3D texture max dimension on NV cards
  35. Offscreen rendering with multisampled FBOs
  36. Overlapped materials and textures
  37. MRT and FBOs
  38. visualizing user clip planes?
  39. performance metrics
  40. Support of new extensions on ATI 2xxx 3xxx cards
  41. I demand someone run with this idea !!
  42. programmable tesselation unit
  43. PBOs and Memory
  44. Inconsistent alpha values
  45. FSAA rendering problem
  46. Light Indexed Deferred Rendering - new technique
  47. Vertex Buffer Objects and persistent bindings
  48. Please help me to answer My Urgent Question
  49. glCompressedTexImage2D for non compressed image 2d
  50. Transparency Anti-aliasing
  51. Texture memory limit
  52. Texture wrapping in shader + mipmapping
  53. OpenGL on separate Threads
  54. very simple shader program renders black artefacts
  55. FBO incomplete dimension on depthtexture
  56. Clipping issue with a display list
  57. problem with occlusion query
  58. glClipPlane sliding around. I'm baffled!
  59. Compiler specific memcpy issue to watch out for
  60. Detecting ATI HD series gfx. cards
  61. Picking trouble
  62. Vertex Caching
  63. Strange texture performance/behaviour
  64. Texture binding problem for glslang
  65. Help material on 3D meshes?
  66. Anybody ever used pixel buffer object multithread?
  67. Performance tipps/optimization regarding glRead...
  68. Overlapping lines
  69. Render to depth texture
  70. Basic projection
  71. vbo freezes my application
  72. EXT_framebuffer_object And Texture Repeat....
  73. Blitting inside backbuffer on nVidia (Solved)
  74. gl_PointSize and FBO - driver bug?
  75. Display lists and threads
  76. VBO layout of attributes
  77. Need help with spot light pixel shader
  78. PBO's an 3d texture performance
  79. Vertex transform and readback
  80. Alpha to coverage vs alpha test
  81. feedback render with display list runs slow on ATI
  82. How to force OGL to render command on specify card
  83. Blending function for maximum alpha estimation
  84. Hardware Skinning
  85. Is it possible to display RC in different DC?
  86. maya to openGL
  87. method to display different RC in a same window
  88. FBO, texture smoothing
  89. how can i texturing the GLUquadricObject
  90. FBO and multisampling
  91. difficult in translation and rotation
  92. render to cube map FBO
  93. using shadows
  94. one example program please
  95. Selection mode
  96. Display lists and VBO
  97. restrict tesselation to single drawing mode
  98. Texture mapping problem with volume rendering
  99. giving per-face-color in vertex array mode
  100. solve my problem
  101. NVidia Quadro AA Lines bug!?
  102. Game Model Format
  103. FBO + multisample + blit + multiple color buffers
  104. Question about SLI
  105. Mipmaps and HDR
  106. Model rotation
  107. Mixing 32 and 16 bit indices in a VBO
  108. FBO
  109. Textures: Front Face Only
  110. glBitmap on FBO
  111. glReadPixels() occasional Nvidia driver crash
  112. Need help with NV_transform_feedback
  113. Sharing image data between textures
  114. Big problem!. share textures between FBOs
  115. ATI texture coordinate precision
  116. VBO have 2x the memory footprint of DL
  117. WARNING! An extremely advanced question
  118. Support for EXT_framebuffer_object?
  119. glGetError always returns zero
  120. Help with shadow map projection.
  121. State Switching Performance
  122. pBuffers vs renderbuffers (FBO) - memory usage
  123. using gldrawpixels to fill an fbo depth attachment
  124. ATI & FBO & depth buffer & stencil buffer
  125. FBO question!
  126. rotation about the original Y and Z-axis
  127. glBlitFramebuffer question!
  128. Help with FBO once again!
  129. FBO works for my unit test, but failed with my app
  130. Is there a extension to compress texture data?
  131. Picking in OpenGL
  132. problem in planar shadow
  133. Using GL_BYTE for normal array
  134. store indices data in VBO
  135. offtopic: Know of any true double PCIe16x boards?
  136. Starting with cascaded shadow maps...
  137. Problem with integer texture
  138. border less window
  139. Depth Test Problem
  140. gl_FragCoord.z
  141. Specific Multi Threading usage in OpenGL
  142. updating VOB data!
  143. What are 3D textures useful for?
  144. Light Volume
  145. Memory usage
  146. stencil shadows and fog
  147. drifting
  148. AUTO Generated 3D Texture MipMaps ?
  149. glPrioritizeTexture vs GL_PRIORITIZE_TEXTURE
  150. ATI rectangle bug in ARB_fragment_program
  151. Making composite managers go along with OpenGL
  152. How to dump the depth to float texture?
  153. NV Driver BUG DXT5 ?
  154. Another GLSL shadow volume problem!!!!
  155. Pixel footprint in the world
  156. FBO multisample error
  157. Rendering on the browser window....
  158. glGetError joy
  159. CgFX - pass vertex attributes
  160. Cg vs. GLSL
  161. Drawing a 3D realistic looking coordinate system
  162. Parallax and environment mapping
  163. Cross-platform Setting Cursor Position
  164. Shadow map problems...
  165. GL access to desktop pixels, windows vs. linux
  166. WGL_ARB_render_texture
  167. glFramebufferTexture2DEXT and texture id 0
  168. Cubemaps and GL_RGB32F_ARB
  169. Supported Framebufferformat database
  170. 2D drawing: line one pixel too high
  171. Sunbeams in Crysis
  172. glGetXXX cost 15 millisecond! Why?
  173. which one is the best way to download image?
  174. help needed in deferred shading
  175. glReadPixels with PBO's stalls every nth iteration
  176. blitting from FBO to multisample-window
  177. A Hard Question
  178. Using Texture combiners to create a grayscale tex
  179. Low readback performance with PBO , help !!!!!
  180. Fill in colors
  181. PBO readback: different color format ATI vs NVIDIA
  182. Specular Mapping in the Lighting Equation
  183. moving display lists to new window
  184. Best Practice, matrix tracking or own matrix code
  185. glCopyTexImage2D and glPixelZoom
  186. Color Disappered Suddenly
  187. 2d orthographic projection bug???
  188. nuber of FBOs
  189. GL_RGB to GL_ALPHA
  190. OpenGL Bone Animation
  191. nothing wrote to FBO attachment
  192. GL_ARB_shader_texture_lod
  193. changed pixel ownership behavior
  194. YV12 format and OpenGl
  195. OpenGL MRT (Color Attachments) with Multisampling
  196. blended models
  197. Picking and Selection
  198. lines that shouldn't exist!
  199. gDEBugger Adds Linux support & Textures/Buffers...
  200. loading exr files to a texture
  201. Cubemap aliasing with mipmaps
  202. How to upload RGB555 image to texture?
  203. Are EXT's necessary for FBO use in OpenGL 2.1?
  204. how to get gluBuild3DMipmaps
  205. VBOs and ATI
  206. Weighted average for transparency
  207. blending decals/particles in a multi-pass renderer
  208. Crash if app ends without delete uniform buffer
  209. MRT + multisampling only 1 of the RT's
  210. Box texture mapping
  211. Assign opengl program to secondary GPU
  212. glTexImage2D bug or stupid mistake?
  213. GL_EXT_packed_depth_stencil bug
  214. PBO performance ( again )
  215. Line offset?
  216. glGenerateMipmap on ATI
  217. Any reason not to share GL context's resources
  218. PBO + texture non 2n sized texture
  219. opengl extension
  220. Clipping planes and MSAA
  221. glMaterial and OpenGL Spec...
  222. VBO and offset
  223. PBO Texture update double vram needed?
  224. pbuffer and colors
  225. Hardware Interupt Priorities
  226. Screen Z coordinate
  227. switching between FBOs with mipmapped textures
  228. Ray triangle intersection problem.
  229. Interesting hardware issue.
  230. SetPixelFormat crash (multisampling)
  231. FBO + float (ati_float and arb) = error
  232. Per pixel light projection off - cannot figure why
  233. glBlitFramebufferEXT vs glReadPixels
  234. per pixel spotlight off - me is clueless
  235. Mapping triangle to a right angle triangle
  236. GL_MAX_VIEWPORT_DIMS?
  237. Fast RGBA8 to INTENSITY8
  238. FBO + GL_LUMINANCE
  239. Multi-threaded GL Crash
  240. GL_ARB_texture_non_power_of_two support?
  241. GL_ARB_texture_float requires float pixel format?
  242. HW Coordinate System
  243. WGL_ARB_extensions_string vs WGL_EXT_extensions_st
  244. how to split a shadow map by using FBO
  245. glDeleteTextures problem
  246. iPhone Simulator
  247. Framebuffer object, multisampling and floats
  248. How to update VBO's data asynchronously?
  249. intermittent freezes, glPushAttrib
  250. glBufferSubData for other buffer targets