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  1. wglMakeCurrent -> GL_INVALID_VALUE
  2. Deferred Shading Stencil Tests
  3. mapBufferRange on older cards?
  4. mouse picking problem
  5. VertexArray in graphics memory
  6. REnder to FBO larger than window
  7. GL_TEXTURE_ENV_COLOR in the second texture stage.
  8. Shadow mapping in GLSL
  9. picking
  10. tilted solid cylinder!!!??? how
  11. question.
  12. Preformance issue with 3d texure and FBO
  13. Draw predication in opengl
  14. Possibly dumb question about FBOs
  15. DSA and texture buffer crash
  16. performance using glDrawElements or glArrayElement
  17. Ray generation problem
  18. Problem about coordinates relation
  19. Stereo Matching
  20. Hot topics in OpenGL nowadays
  21. Opening a window with out border
  22. export opengl 3d scene to SVG
  23. OpenGL 3.0 with NVIDIA ForceWare 182.06
  24. glGenTexture in a Display List
  25. Shadow Texture not smooth
  26. glVertexAttribDivisorARB
  27. DisplayLists LARGER than video RAM ... Problem ???
  28. Something in FF Pipe affecting rendering...
  29. Error on compressed 1D texture
  30. Optimal vertex attribute layouts
  31. Opengl as a raytracer preview window
  32. Bezier surface glEvalMesh2 question
  33. Perspective Depth Buffer?
  34. shadow mapping questions
  35. gl*Pointer calls purely setup when used with VBO?
  36. Offscreen rendering
  37. LUMINANCE32F and ...16F FBOs on ATI?
  38. Glow & Texture scale/bias & Blur on old hardware
  39. FBO and just a depth texture?
  40. Copying Depth Buffer To Texture.
  41. Problems with fbo's and blending
  42. GL_EXT_framebuffer_multisample
  43. Histogram Rendering
  44. Shadow map and spot light parameters
  45. OpenGL plotting routines?
  46. max 3d texture size & texture mem
  47. ANN: Carmine Exporter : Blender3D to OpenGL C/C++
  48. Laying down depth information
  49. Rendering via FBO to a shared cube map
  50. Synchronizing to vertical retrace
  51. alpha-to-coverage on NV 182.08
  52. Nvidia driver performance glitches, is it a bug?
  53. openGL urgent help needed: no texture, no graphic
  54. OpenGL driver "memory leak"
  55. ARB_FrameBuffer_Object on Radeon 4850
  56. Multi-threaded loading screen
  57. Depth_Stencil problem on Radeon 4850
  58. PBO + FBO performance
  59. "Adaptive Terrain Tesselation on the GPU"
  60. GLIM: OpenGL Immediate Mode for OpenGL 3.0
  61. Transform Feedback
  62. glTexImage2D with 16F textures?
  63. Interleaved IBO/VBO
  64. Gradient Problem
  65. Accelerated Stippled Line Drawing
  66. change point size per VBO element
  67. FBO with float texture color attachment; GEForce 7
  68. Rubberbanding problem under Multisampling mode!
  69. 3D texture attached to a FBO too big in VRAM
  70. FBOs and performance (again)
  71. efficiently sending data to GPU
  72. glCompressedTexImage2D generates GL_INVALID_ENUM
  73. resetting openGL state
  74. occlusion queries + instancing?
  75. Best Way for LOD, destructable voxel Terrain
  76. GPL code for per-pixel phong and ambient occlusion
  77. OpenGL vs. DirectX on embedded GPUs
  78. Incorrect data on NV with more than 8 attributes
  79. How can I know which polygons have been rasterized
  80. Regarding scale space extrema
  81. Multisample AntiAliasing and number of samples
  82. OpenGL 3.0 Texture Problems.
  83. Application without window
  84. Render from a new thread
  85. Framebuffer object not rendering?
  86. Checking for HW accelerated accum buffer
  87. Compute quad and tria normals automatically
  88. Texture Projection Issues
  89. Issues with culling and triangle strips
  90. glFramebufferRenderbufferEXT and glDepthMask
  91. How Show texture with vertex array...?
  92. PBO texture not resident
  93. Layered Rendering Performance
  94. glMapBufferRange always returns 0
  95. Bind texture AND attach to framebuffer object
  96. Multi Texturing problem
  97. gluNurbsSurface control point weights
  98. Displaying depth
  99. need to create terrain
  100. Movement of ship in Sea
  101. Missing core extensions in the 3.0 and 3.1 specs
  102. effect of obscuring/minimizing window on buffers
  103. render image in FBO
  104. multithreaded texture usage
  105. Display lists in 3.1
  106. Blending operations on integer framebuffer
  107. Overlaying texture on already rendered surfaces
  108. Multipass to multitexturing for tile engine
  109. NVidia dualview performance/fence/general problems
  110. Need help on 2d & 3d compositing!
  111. openGL multisampled FBO and Floating Point Texture
  112. Read off-screen pixles
  113. Different Blend Mode per RenderTarget
  114. Disappearing displayed image from screen
  115. start game screen with counter!?
  116. Transparency/color masking blending help!!
  117. number of control points???
  118. nVidia texture formats table has been updated
  119. glTexImage2D() access violation
  120. inconsistent or missing internal formats
  121. how to create surface from height map???
  122. how do i implement glGetTexImge
  123. Shadow maps without border color
  124. Multitexturing - It's driving me nuts!
  125. Reading back pixels (texture) using FBO
  126. glClearColor and integer/float frambuffers
  127. VBO representation problem
  128. Advanced texture filtering....
  129. SLI AFR + RTT = disaster?
  130. multi-level layer rendering using Open GL?
  131. Blending model edges
  132. FBO texture rendering trouble
  133. UBO experiences on NVidia
  134. nVidia: Array Textures not working in GL3 ?
  135. problem doing texturing
  136. glTexSubImage2D problem
  137. GL_ARB_framebuffer_object & relaxed size
  138. copying multiple render targets with glBlit...
  139. GL 3.1 Compliant Application
  140. Drawing a quad with GL3
  141. GL_MODULATE and multi-texturing with GLES
  142. G:_POINT_SPRITES textures order
  143. Feedback on new 3D mesh file format (OpenCTM)
  144. Stitching/Binding Images
  145. glTexXX3D upload speed from another thread
  146. Vertex Buffer Object
  147. Vista optimization problem
  148. Anti-Alias Settings?
  149. Problems from TEXTURE_2D to TEXTURE_RECTANGULAR
  150. Z-equal mode??
  151. glEnable(GL_TEXTURE_2D) and INVALID_ENUM
  152. VRAM and RAM Usage
  153. OpenGL/GLSL ShadowMapping Texture Matrix Issue
  154. tanspatrent background
  155. how to mapping the vbo more effectively
  156. ShadowMapping: Shadows only visible at y=0
  157. Texture problem with VBO
  158. Context creation problem from Vista service.
  159. Official Bindless Graphics feedback thread
  160. Tessellate NURBS and get vertex without callback
  161. OpenGL 3 Programming Code
  162. Converting gl_FragCoord to model space
  163. VBO performance problem with multiple threads
  164. Index Buffer Object crashes nvidia driver
  165. how many FBOs is too many?
  166. 32 bit Z-buffer
  167. Fences
  168. windows when rendering to FBOs from many threads
  169. fastest wide-width box filter
  170. FBOs and textures other that RGBA
  171. Drawing to FBO produces odd "effect." Ideas???
  172. What does cubemap being left-handed really mean?
  173. PCI express 2.0, glCompressedTexImage2DARB
  174. 3D sketch of face
  175. 3D sketch of face
  176. Vertex cache optimization
  177. Anti-Aliased Lines
  178. GLUT: Warning in EXEC: glutInit being called a sec
  179. FBO Corruption on ATi/Mac
  180. Querying default framebuffer color bits (OpenGL 3)
  181. nview playing silly buggers
  182. Perlin Noise implement problem
  183. GPGPU, SwapBuffers and multithreaded rendering
  184. why can't get pixel depth from proE model window
  185. Quadtree and Frustum in OpenGL
  186. Performance of VAO's and array buffers
  187. render to texture
  188. Using FBO to render to partial texture
  189. A few questions about Render to Memory techniques
  190. Converting vertexes to pixels
  191. demo opengl+opencv+ tetures with webcamImages
  192. glBlendFunc: Use texture as mask
  193. help please
  194. FBO and blending
  195. Multiple Vertex Layout
  196. Hardware skinning - a paradox
  197. NVIDIA Driver Bug?
  198. Integet texture with fbo
  199. Pick Matrix Internals
  200. Blending question
  201. glSecondaryColor without alpha :-(
  202. Intel X3100 - GLSL but no multitexturing?
  203. Partial rendering in FBO
  204. GL_REPEAT on Cube Maps??
  205. Texture Format for Position Data
  206. VBO - index data gets corrupted
  207. Recommend me some good graphics books please
  208. CLAMP_TO_EDGE not working in OpenGL3 on nVidia?
  209. Weird problem with gl_ModelViewMatrix
  210. remove black background from texture
  211. GLSL Render To FBO with Multiple Texture Sources
  212. multiple FBO and one depth buffer
  213. Casting shadows from wireframe object
  214. PBO and texture loading/swapping speed
  215. two sided lighting invalid
  216. Question about using quaternions
  217. How do I obtain the installed driver version?
  218. DDS Volume textures
  219. FBO with multiple color attachments and MSAA
  220. Getting list of frag data output names
  221. MSAA and access to individual samples
  222. OpenGL v2.1 + GLSL v1.2 => OpenGL v3.1 + GLSL v1.4
  223. i have a problem. Please help me...
  224. OpenGL + CG + ATI = ??
  225. Reading and testing a depth buffer
  226. Terrible ATI opengl performance
  227. How to determine driver problems?
  228. VBO to VAO
  229. shadow algorithms
  230. gluScaleImage for 3D texture
  231. Maximum Intensity Projection
  232. how to derermine if FBO format is supported ?
  233. ??? include OpenGL headers for OpenGL v3.10+ code
  234. JOGL: all gl method calls throw "GL_INVALID_ENUM"
  235. Self-shadowing with stencils
  236. Why OpenGL is so dynamic?
  237. octree in gpu raycasting (volume rendering)
  238. Trilinear filtering on texture array
  239. Antialiasing and depth peeling
  240. texture data manipulation
  241. Depth of Field + Translucency
  242. Regarding Graphics Library Development
  243. Random Number Generator in GLSL
  244. ATI + two GL contexts sharing resources = trouble?
  245. OpenGL 3.1 and Cg/Cg FX
  246. Opening Unigraphics (CAD) file in OpenGL
  247. Reuse Pixel buffer without pointer change/update
  248. Create fast a texture with overdraw information
  249. Opengl 3.1, and Uniform Blocks question.
  250. VAO and shaders