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  1. Query points close to a cut plane in point cloud
  2. Putting gluQuadratic objects into VBOs...
  3. which internal format should be use for 10bit img
  4. OpenGL and Multithreads
  5. rendering from audio/radio signal or camera view
  6. Catalyst 8.9 with OpenGL 3.0 support
  7. Is it possible to FBO+cubemap(or array tex)+MRT?
  8. glCompressedTexSubImage2D
  9. Can I change texture's internal format freely
  10. i32f texturearray DMA streaming problems
  11. Need PCSS demo/code
  12. Are vertex attributes in a fragment shader valid?
  13. glCopyTexImage2D
  14. glCopyTexImage2D and transparent clear color.
  15. Semi-transparent texture
  16. id Software File Format(s)
  17. Render to texture using FBO on ATI Radeon 9550
  18. Two images difference using OpenGL
  19. Install OpenGL program with a driver
  20. Number of vertices
  21. texture_buffer_object slow performance
  22. Rendering context issue
  23. Invalid Operation - glDrawBuffer/glPopAttrib
  24. Is this motion blur paper correct?
  25. State Management Architecture
  26. OpenGL / Windows Vista problem
  27. Textures: glEnableClientState vs glEnable
  28. PBO for async glGetTexImage, random slowdowns..
  29. Display lists vs. vertices arrays
  30. Deferred Shading...How to Render Sky w/o Lighting
  31. working around texture wrapping
  32. FBOs and depth peeling
  33. FBO, multisampling and render to texture
  34. Texture Atlas edge artifacts...how to fix?
  35. How to use glDrawElements to draw a building?
  36. Depth comparison
  37. GL Shader 1.30 and fragment outputs
  38. a problem on shadow mappping
  39. Ignore Pixel ownership test?
  40. Application hanging with NVidia drivers 178.13?
  41. ATI support as of 8.9 drivers
  42. SetPixelFormat problem
  43. creating context, opengl drawing(Visual Studio 6)
  44. depth testing with FBO
  45. issues on shadow volume
  46. glDrawElements
  47. Multisampled color buffer with non-MSAA depth?
  48. Memory consumption of vertex arrays w VBO
  49. Multiple sample FBO problem in line drawing
  50. Probleme with PixelFormat And OpenGL Extension
  51. Instancing with EXT_draw_instanced
  52. How is gl_FragCoord.z computed - depth calc prob
  53. Multisampled Depth Renderbuffer
  54. How to copy data from one texture to another?
  55. Problems with GLM library
  56. Outputting FragColor as a ubyte
  57. OpenGL for Windows Forms
  58. Difference between OpenGL and CSGL
  59. Issue in using depth texture for VTF
  60. how to view image from ycbcr using glDrawPixels()
  61. PBO + glReadPixels not so fast?
  62. Quick question about wglCreateContextAttribsARB
  63. Marschner hair lighting question
  64. Bug with glTexSubImage2D with Texture NPOT
  65. Dulling down overlapped blended polygons
  66. how to get available GPU memory space
  67. Determining angles from Modelview Matrix
  68. NV_explicit_multisample specification
  69. FBO and TEXTURE_RECTANGLE_ARB
  70. Geometry shaders and depth testing
  71. VBO perfomance drop after some BufferData calls
  72. creating nurbs
  73. Skydomes
  74. Stencil Buffer Replacement
  75. Framebuffer blit on float targets
  76. who's using occlusion testing
  77. Glu Tesselator Crashes!
  78. FBO + RTT array layer + newer drivers = error!
  79. Dual display cause performance drop down
  80. The most "Industry Standard Method" for shading?
  81. Mapping problem
  82. Conditional render with BY_REGION_WAIT crashes
  83. Quick FBO question....
  84. glVertexAttribPointer or.. ?
  85. Quad strip issue
  86. Hierarchial Occlusion Culling
  87. querying available AA modes?
  88. how to add texture to a ray tracer
  89. glDrawPixels affected from texturing?
  90. Request For Shadow Mapping Tutorials Using GLSL
  91. Scaled object faster than 'big' object.. Why?
  92. Problem with vertices projection
  93. help required
  94. GL_ARB_vertex_array_object
  95. GL_EXT_direct_state_access, how are you using it?
  96. FBO Problem on ATI - driver bug?
  97. What does GL_STEREO mean?
  98. OpenGL application on x64
  99. Linking Program Problem
  100. How to do supersampling of a raytracer
  101. wglShareLists - Sharing textures between rendering
  102. Triple buffering
  103. [ATI BUG] glUseProgramObject() NOP changes output
  104. Which way is faster for VBO usage
  105. Area of light influence and deferred shading
  106. Mipmap questions
  107. Pre-mature EOF in Shader???
  108. Quick query about the GL 3.0 spec
  109. glTexImage3DEXT crashed
  110. WGL_NV_gpu_affinity problem
  111. 3D Grab Handle
  112. How to implement glow
  113. 8.11: GL_EXT_transform_feedback on ATI card!
  114. Volume Intersection Problem
  115. black blocks appearing out of nowhere
  116. What will be the facing of co-linear triangle?
  117. The meaning of the 0.375 pixel translation
  118. Question about lines/triangles with adjacency
  119. Depth FBO problem
  120. 3D Mouse Drag
  121. Support for line smoothing in float fbo
  122. TextOut on the buffer OpenGL
  123. 32F texture clamping?
  124. Replacing gl_NormalMatrx...
  125. what's the impact of glBeing(),glEnd()
  126. Question about Multi Display OGL render?
  127. True support for render to RGBA16 (not float)
  128. massive occlusion query in FBO
  129. PBO Performance (yet again)
  130. GPU-based mesh deformation
  131. mipmap genaration from several texture handles
  132. Coplanar line and polygon
  133. quetion for SLI:is there any api in OpenGL for SLI
  134. Corrupt compressed 2D texture array texture on NV
  135. FBO problem on ATI
  136. Question about Deferred Shading implementation
  137. No texture fetching on Radeon 4850?
  138. Serializing texture generation from threads
  139. Problem With Stencil Operations
  140. Reduce code, use of glTexImage3D ... ?
  141. can't figure out alpha blitting
  142. Terrain using geometry Clipmaps
  143. Anyone using COMPRESSED_RGBA_S3TC_DXT1_EXT?
  144. Question about obtaining position from depth..
  145. Understanding GLexpert output
  146. work with several contexts from different threads
  147. Instancing without bindable uniforms?
  148. Max uniform matrix array size?
  149. Question about per pixel lighting equation
  150. Reading FSAA with FBO and glReadPixels
  151. Update on the latest gDEBugger developments
  152. Changing Picture Every Several Seconds
  153. Projection problem
  154. Projective texturing problem with shaders
  155. Reading back an integer texture (texture_integer)
  156. GL_RGBA textures
  157. Wanted! - MMOG Know-how /technology to buy
  158. OpenGL Offscreen rendering using Windows Bitmap
  159. Attach back buffer to FBO
  160. GLext.h won't compile
  161. MRT
  162. fragment program (arbfp1.0) Blur effect
  163. Using GL_TEXTURE_BASE_LEVEL with a comple texture
  164. 2d line into 3d rectangle/square
  165. Weird shader behavior: discard and gl_Normal
  166. Unicode text?
  167. Write to stencil buffer halts the application
  168. Wireframe in GL3
  169. Walls, windows, and doors?
  170. About BUO binding point
  171. Sample MRT Texture and Write to its attachment?
  172. Deleting a framebuffer makes my application crash
  173. NVidia multithreading problems
  174. Intermediate lighting buffer for deferred shading
  175. number of the OpenGL 3.0 beast
  176. Flattening 3D to 2D?
  177. Software textures.
  178. Is it possible to develop an appn for data conver.
  179. shading a scene when using shaders
  180. Early depth pass benefit when target is FBO?
  181. graphing z=f(x,y,t) on large x-y grids
  182. PBOs slow... Looking for the reason..
  183. Rendering with 2 contexts killing the fps
  184. Depth texture and FBO
  185. glGenerateMipmapEXT crashes on ATI
  186. Live video and texture2D
  187. FBO viewport issues
  188. Switch between MSAA and no MSAA in realtime
  189. glCopyTexImage2D for mipmaps
  190. drawing into 2D texture
  191. PBO DMA transfers and completion
  192. Architecture: Why is OpenGL state-based?
  193. FBO performance drops
  194. glMapBufferRange and GL_INVALID_OPERATION error
  195. 3D Puzzle
  196. FBO performance problem on NVidia
  197. shadow map question
  198. GL_EXT_gpu_program_parameters not working :(
  199. S3 Graphics?
  200. Indices in VBO
  201. Multiple glLight & GL_DOT3_RGBA
  202. Optimising OpenGL in Blender 2.50 - swap buffers
  203. ARB_instanced_arrays
  204. NVidia Driver Bug with 2 displays
  205. VBO - Remote Display fails
  206. Hiding a bitmap
  207. driver bugs with glstate.light[i] uniforms in fp
  208. Camera control for 2D-3D-2D transition
  209. Hierarchical Shadow Map
  210. FBO's in Double Buffer for offscreen rendering?
  211. Weird Drawing Behavior
  212. Scissor state not saved with GL_ENABLE_BIT
  213. Writing the Blend-Color in the fragment shader
  214. Methods for getting dedicated VRam size.
  215. OpenGL shared context.. Simple example..
  216. Reflection / glTexGeni Question (with Image)
  217. Change FBO attachment on-the-fly
  218. Vertex array object
  219. FBO working for tex_rectangle but not tex_2d
  220. Need asset: RGB32F pictures ...
  221. VBO and indices
  222. Advanced image capturing
  223. check for render-to-float-texture with blending?
  224. Alternatives to OpenGL picking...
  225. VBOs on multiple displays (windows)
  226. Disable Texture Unit in fix function pipeline
  227. Loading screen
  228. Optimize performance for displaying text
  229. Alpha scaling with fixed-func OpenGL
  230. panning
  231. Multisampled FBO => flimmering artifacts on ATI
  232. masking and performance
  233. When a call is really a redundant call...
  234. Anyone used VTF to do terrain rendering?
  235. GL3.0 and matrix stacks
  236. MRT and blending..
  237. AMD r600/r700 cards register specifications..
  238. VBO: GL_ELEMENT_ARRAY_BUFFER with tex UV coords ?
  239. Shadow mapping - no shadows
  240. Laptop GPUs with more than 8bit/component support
  241. FBO switching overhead
  242. At a loss for shadow map
  243. ATI: glTexImage2D with large texture doesn't work
  244. gluSphere, glDrawArrays and Blending
  245. Stuffing Elements into combined Vertex Array...
  246. So many vertices!
  247. Texture2DArray and GL_LUMINANCE32F_ARB
  248. On board GPUs
  249. GL_fence_NV and glFinish
  250. Texture combiners (OpenGL fixed pipeline)