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View Full Version : Advanced Coding



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  1. How to avoid saturation with multi-pass lighting?
  2. Stopping driver from buffering frames
  3. glPopAttrib() throws GL_INVALID_OPERATION ?!
  4. PBO questions
  5. Transparency issues, polygon sorting, headaches...
  6. GL_SAMPLE_ALPHA_TO_COVERAGE?
  7. Texture Atlas Problem
  8. Early depth and float depth texture
  9. Latest NV exts. only on 8xxx and 9xxx ??
  10. dual rgba8 still faster than one rgba_16f on G80?
  11. PBO performances & compressed textures
  12. VBO Bug? ColorArray is bound, mapped, but disabled
  13. Avoid GL_DYNAMIC_READ
  14. Bug drawing to depth-only framebuffer
  15. How to do multitexturing and tessellation together
  16. glcopytex2d alpha problem
  17. absolutely weird blending problem
  18. glCompressedTexImage2D with PBO
  19. VBO corruption
  20. wglShareLists() and Multiple Render Windows
  21. Geoemtry Instancing
  22. gluEndSurface(GL3_CONE_OF_SILENCE_ARB)
  23. Cubemap to Fisheye
  24. how to draw triangle mesh?
  25. No GL3 and no newsletter yet...
  26. Asyncronous locking
  27. Jerking display
  28. How to use vsync???
  29. Sliding image problem
  30. Artifacts during zooming (glOrtho)
  31. PCIe data transfers (Textures/PBO/anything else)
  32. glDrawPixels+Shaders = slow?
  33. render to vertex buffer
  34. Optimization question
  35. FPS seems locked on Nvidia
  36. Segfault in GL lib
  37. glGet Alternative?
  38. Transparency and shaders
  39. Window Pixels to 3D World Coords Transformation
  40. Trying to put 16bit Data in 1 channel
  41. Deferred shading
  42. FBO + multisampling = AMD ATI Catalyst 8.5
  43. NVIDIA G-Sync
  44. multithreaded texture loading
  45. NPOT Texture streaming
  46. Counting seconds and moving
  47. VBO's much slower than VA's ??
  48. SLI OpenGL programming
  49. OpenGL ES Per Pixel Lighting
  50. Loading PNG images quickly
  51. multithreaded shader compilation
  52. Problem:Light volume projection & Deferred Shading
  53. Cubemap depth FBOs?
  54. 100.000 polys w/lighting @ 30 fps - how?
  55. wglBindTexImageARB causes page fault
  56. rendering artefact
  57. DXTC image uploading issues
  58. how to set projection matrix to match Maya view?
  59. CSG for tesselated objects
  60. Stencil pass for deferred lighting
  61. Depth-based screen-space effects and multisampling
  62. directional light seems to "flicker" (Bug?)
  63. Switch from fullscreen
  64. emulate NV_depth_clamp on ATI
  65. light position transformations in shader
  66. Accessing a texture2DArray, speed it up?
  67. PBO and Texture Float ...
  68. Clamped float values in PBO ...
  69. Best OpenGL-friendly terrain algorithm
  70. glBufferData latency?
  71. how to detect when OpenGL reaches the memory limit
  72. texture border = black mipmaps
  73. Depth to Color + multisampling?
  74. GeForce GTX 280... what for us, programmers? :)
  75. Remote program uses local GPU?
  76. 513x513 grid of data to 512x512 texture
  77. Manual modification of texture pixel data.
  78. Catalyst 8.6
  79. Gaussian Blur on texture
  80. Texture subload
  81. Supported FBO Texture Internal Formats
  82. gluProject(..) + sprites with Z values.
  83. Texture questions...
  84. Display list slower than direct rendering?
  85. another Depth texture question
  86. point sprites and texture matrix
  87. Texture interpolation with vertex buffers
  88. Creating JPG without a window
  89. Multiple depth targets
  90. Backstabbed by skanky IHVs
  91. What's going on with WGL_NV_multisample_coverage?
  92. TBN Matrix on back-side of triangle
  93. Read and write from/to the same texture
  94. EXT_transform_feedback
  95. glDrawArrays not using VBO
  96. VBOs slow and crashing...
  97. ATI Radeon HD 4800 OpenGL features
  98. FBO - texture_2D_array problems
  99. What happened to 3Dc?
  100. Trouble with 8-bit single channel 3D texture
  101. GLSL Issue on ATI Card
  102. GL_SELECT
  103. ATI and lack of h/w support
  104. strange FBO Multisampling behavior
  105. Maximum texture binds per bufferswap?
  106. GL_EXT_timer_query --> driver bug ?
  107. Map triangle texture to a right triangle
  108. TexSubImage2d() + padding
  109. OpenGL is Dead!!!
  110. Help with eyeZ calculation?
  111. FBO + ATi card == problem?
  112. glLineStipple not behaving
  113. nVidia multithreading issues
  114. MATRIX_PALETTE - normals
  115. NV_depth_buffer_float > 1.0
  116. How to create a swept surface ?
  117. Nvidia Simple Depth Float tutorial
  118. How to use glFrustumf?
  119. strange transform feedback problem
  120. PBO for streaming textures
  121. glHint with line, point, polygon smoothing hints
  122. Bug in gl.spec for StencilFuncSeparate?
  123. Deferred shading - light volume
  124. FBO, cubemap and depthmap
  125. Helpm Required for 3rd Person Camera Collision!!!!
  126. Smoke/water effect demo
  127. DX9, DX10, GL2.1 and GL3 wrapper (w.r.t. shaders)
  128. glDrawElements() crash from time to time
  129. how to map an image onto an irregular 3d object?
  130. Multisample resolve is not gamma correct with FBOs
  131. Depth buffer precision
  132. Depth peeling problem
  133. how to calculate tangent vector for each vertex ?
  134. how to use Free-Form Deformation?
  135. Spec Files
  136. A view that displays my entire model?
  137. Coverage Sampling Anti-aliasing artefacts
  138. gluNurbs function
  139. Color update problem
  140. Help with Cascading Shadowmapping
  141. Centre the scene on the screen
  142. SSAO using GLSL
  143. Wrapping around a cylindrical surface.
  144. Color clamping on ATI
  145. EXT_bindable_uniform: extremely buggy?
  146. Display list compilation speed
  147. State saving for multithreaded application
  148. VTF to do terrain rendering
  149. [Question] excluding statements from display list
  150. Bad 2D glyphs rendering using point sprites
  151. Getting vertices/polygons after depth buffer test?
  152. Fisheye Projection With an Offset
  153. Crash in glIsEnabled with FBO
  154. ATI/AMD card owner debug help
  155. Transform feedback buffer binding
  156. Lines antialiasing produces incorrect results
  157. Fastest way to copy data for FBO / backbuffer?
  158. Can FBOs share textures?
  159. Can't get FBO to work on GeForce 7400m
  160. DDS 3D Texture Samples
  161. OpenGL 3.0 on its way after all?
  162. More FBO problems on NVIDIA
  163. Emulating OpenGL Normals Calculation
  164. Pulling color data from texture coordinates
  165. Buffer Object Usage Hints
  166. Separate coordinate arrays for glVertexPointer.
  167. relief mapping: artifacts at polygon boundaries
  168. Problems using multiple texture2DProj() from depth
  169. Error in new extension header files
  170. GLSL 1.30
  171. 3D meshes Transparency and background color
  172. Textures and Multithreading
  173. OpenGL 3.0 drivers, when?
  174. Transform Feedback Data Format
  175. Use of FBO and GL_TEXTURE_RECTANGLE_ARB
  176. Problem with GL_POINT_DISTANCE_ATTENUATION
  177. gl3 spec bug
  178. Official NVIDIA OpenGL 3.0 beta driver thread
  179. Experimenting with EXT_direct_state_access
  180. glGetMinmax, FBOs, and HDR textures
  181. Reading from & writing to a texture at once? (FBO)
  182. 3d rotaion and translation
  183. lighting
  184. Get amount of graphics memory
  185. NVidia Cg Philosophical Question
  186. using vbo with .obj file loader
  187. Optimisation to display points
  188. Reconstructing Eye Coord from FragCoord?
  189. Coding for the future: opengl 4 & 5?
  190. How to reset all OpenGL state
  191. Drawing with OpenGL from other application
  192. rendering geometry individually
  193. compressing normals/tangents vector
  194. OpenGL ES 1.1 without OS
  195. glPushClientAttrib in GL_ARB_vertex_array_object
  196. Offscreen rendering
  197. blending problem + cullface
  198. Placing thousands of models on a sphere..
  199. Drawing without the fixed-function pipeline
  200. Do FBOs have a non-trivial memory footprint?
  201. Single pixel cracking issue
  202. Opengl 3.0 deprecation equivalents
  203. DrawElements with VBOs
  204. Dynamic Cubemapping with FBO's
  205. gl_ClipVertex
  206. Pixel formats problems (MX 440)
  207. Store shader output (color) on vertex structures
  208. Interior Mapping (Humus demo)
  209. Registry update for 3.0 APIglext.h / .spec files
  210. Rigid transformations from the fixed pipeline?
  211. Creating a plane thats parallel to the view camera
  212. Repeating / Reusing normal / texcoord data
  213. [3.0] Wide lines deprecated
  214. Point Sprite Attenuation
  215. How to improve texture coordinate accuracy?
  216. The code is fine: except for wintel hardware.
  217. Projected Geometry
  218. What must be done when glUnmapBufferARB fails ?
  219. material and light problem
  220. shadowmap gets extruded at the borders -black bars
  221. Tesselating Quadratics
  222. Apple-style reflection
  223. Which extensions are useful with gl3?
  224. client state and selection buffer
  225. FBO, 1 depth buffer
  226. Regarding Immersive Visualization
  227. Read back problem.. MX 440
  228. Slow in last glVertex2f()
  229. Surface of Revolution
  230. glCopyTexSubImage3DEXT alternatives
  231. Flickering Multiple Monitor
  232. SSAO edge cases, how to handle them?
  233. GL_TEXTURE_2D dimensions don't have to be POW ?
  234. How to deal 10bit image on OpenGL
  235. Surface of Revolution advanced
  236. Object-to-pixel coordinate transformations
  237. Performance of integer texture upload
  238. Man pages source available in Khronos Subversion
  239. texture mapping
  240. GL_EXTENSIONS replacement
  241. Streaming video to OpenGl texture
  242. VBO
  243. FBO with mixed format texture
  244. glCompressedTexSubImage2D and DXT1
  245. FSAA
  246. Which internal format should I use for 10bit image
  247. center point of a perspective viewing volume
  248. FBO call surrogate
  249. Conditional Rendering and Batch Counts
  250. ATI, GL_NV_Fence, GL_Sync, and Threads..