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