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  1. OpenGL in VBA (Access) Help Please
  2. Culling error? Deferred Shading (Geometry Stage)
  3. Force repaint
  4. glsl - specify buffer, but no assigdment to frag
  5. Separate blend equations for FBO color attachments
  6. create display lists in another thread
  7. OpenGL and alpha masks
  8. OpenGL ES Job
  9. OpenGL Extensions
  10. A bit of trouble with offscreen rendering
  11. Grid tesselation
  12. Having trouble with clipping and edge flags
  13. VBO optimization: bandwidth & culling granularity
  14. glReadPixels return garbage on some cards
  15. Abt smooth group
  16. Frustum projection on ground plane
  17. Texture State Problem
  18. Conditional rendering
  19. Decreasing precision of increasing vertex ranges
  20. Hiding labels
  21. (ATI) glDrawRangeElements with VBOs: Memory leak?
  22. Combining different coord-array (eg. x[n] & y[n])
  23. rendering contexts <=> extension function pointers
  24. Off-screen rendering bigger than current window
  25. displaying a pbo using opengl 3.1
  26. Blending problem
  27. GL 3.x status on ATI?
  28. View Frustum Clipping
  29. ATI, GLSL and custom cliping planes
  30. GL 3.1 and glsl 1.4
  31. Reading back shadow-only FBO?
  32. PBO + glReadPixels stalling (asking for GL_FLOATs)
  33. Need Suggestion
  34. Blending Rectangular Texture
  35. How to get the horizontal fov?
  36. OpenGL 3.0/3.1 "exclusive" features?
  37. The way to reconstruct position in Leadwerks
  38. Simple question: Triangles per second
  39. Quad Buffered Stereo: which OS/consumer cards
  40. What can I do with _just_ ARBVP1?
  41. Great OpenGL 3.1 tutorial
  42. Instancing, hardware skinning and normal maps.
  43. the best way to animate
  44. FBO: Texture Re-attachment Problem
  45. FBO's and triangle strips...
  46. glDrawArray not seeing VBOs
  47. Readback texture from FBO (using PBO?)
  48. creating a background image
  49. Looking for an up to date tutorial site
  50. openscenegraph
  51. Topics for a doctor research
  52. How to implement region selection?
  53. read and write standard image files.
  54. VBO remembers theirs offsets ?
  55. OPENGL32.dll and MSVCRT.dll missing functions
  56. how to build a Gaussian mask?
  57. Help Needed with commenting a code
  58. Rendering nearest data in application.
  59. FBO that writes in the colorbuffer
  60. what when Up vector not orthogonal to Lookat?
  61. World pixel reconstruction from depth
  62. Help with simple shooting range
  63. ARB_vertex_array_object usage pattern
  64. New extensions in the extension registy
  65. How to improve polygonal text quality?
  66. glGenerateMipmapEXT: very poor performance?
  67. Looking for an OpenGL iPhone Game Developer
  68. GL_MAX_RENDERBUFFER_SIZE
  69. Has anyone ever used Nvidia Shader Library?
  70. glGetFloatv and MODELVIEW_MATR performance issues?
  71. antialiasing transparency
  72. Soft blending do it yourself? [SOLVED]
  73. VAO perfomance
  74. Best GLSL resources?
  75. EXT_separate_shader_objects? (...and friends)
  76. Optional gl_Position in GLGL 1.40
  77. Deferred lighting shadows.
  78. need to stitch pixel segments & save as jpg file
  79. stereo rendering to 2 different dispalys
  80. gl_PointCoord and OpenGL 3.1 / GLSL 1.4
  81. Quaternion interpolation
  82. NURBS circular arc problem
  83. Compressed texture
  84. Best openGL books?
  85. Terrain optimization
  86. Deferred rendering skybox troubles
  87. Real-world camera parameters
  88. Vertex selection for large objects
  89. Passing light pos/dir to GLSL in eye space
  90. Can't get wglGetProcAddress to work in opengl 3.1
  91. OpenGL rendering without DISPLAY
  92. 3DS file
  93. Texture Array Seam
  94. New NV driver breaks my app (190.38)
  95. Needed Help A.S.A.P
  96. PBO and glPushClientAttrib
  97. Strange thing with glReadPixels
  98. Rendering without vertex data (gl_VertexID only)
  99. fast path vertex tweening
  100. Many VBOs vs. single VB for dynamic meshes
  101. on spec files
  102. mapping texture on ram
  103. Best Substitute for glDrawPixels Under OpenGL ES
  104. Optimal rendering of video as texture
  105. 2D vector graphics with opengl
  106. Does OpenGL support instancing?
  107. Multiple Rendering Windows
  108. Texture Array tiles and multisampling
  109. Compressed Texture Upload
  110. Questions in Inferred Lighting
  111. Mapping and corruption on GL implementations
  112. Solid + Wireframe
  113. L System - Algorithmic Beauty of Plants
  114. Trouble with Geometry Shaders on ATI 9.8
  115. MSAA: sampling artifacts with alpha textures
  116. about page flipping
  117. Applying a transform to every vertex in a scene
  118. Switching Shader Programs
  119. MSAA doesn't support integer texture?
  120. Win7 driver problem--nothing drawn in the window.
  121. Point Sprite Diffuse Lighting
  122. DXTC texture, mipmaps and work around ...
  123. X11 forwarding and OpenGL extensions
  124. getting versions
  125. Java to C++ to OpenGL
  126. unsigned short/int performance
  127. How Mix Textures and drawing?
  128. need help: multi-threaded openGL programming
  129. Quaternions: 2 different definitions????
  130. Need help for path simulation
  131. Alias-Free Shadow Maps
  132. glGetActiveAttrib and wrong number
  133. projection matrix
  134. Any resource about "Cone Filter"?
  135. GL_QUADS acting weirdly
  136. Picking a skinned character
  137. Geometry Shader Confusion
  138. Unbinding VBO under GL-3
  139. NV_texture_barrier
  140. color masking a glTexSubImage2D call
  141. manual bilinear filter
  142. Depth texture comparison with multisampled FBO
  143. Libs for character animation + dynamic cloth
  144. Depth-of-field: almost there
  145. DirectX LinearizeDepth in OpenGL?
  146. Creating a context on a specified GPU
  147. Obating an XRay effect
  148. FBO: Depth Buffer or Depth Texture?
  149. bumpMapping matrices kung-fu.
  150. luminance texture under GL3.2
  151. Instancing Performance
  152. WGL_ARB_render_texture & multithread
  153. drawing antialiased lines on triangular mesh
  154. Reduce bandwidth: glNormalPointer glTexCoordPoin ?
  155. howto disable multisampling for stencil buffer?
  156. Share rendering context between window / pbuffer
  157. Render To Vertex Array (R2VA)
  158. VBOs and rendering solid meshes
  159. mistake in manpage of glBufferData ?
  160. readpixels grinding on the cpu
  161. pBuffer vs PBO vs FBO
  162. Create and initialize pbuffer on OpenGL ES 1.1
  163. gl.spec and gl.tm
  164. Horrific uniform buffers bug on NVidia drivers
  165. FBO + multisampling + non-power-of-two
  166. Different depth-values using the same settings
  167. glMultMatrixd()
  168. Layer composition, textures & alpha blending issue
  169. uploading textures beyond VRAM
  170. tools/database to know supported GL extensions
  171. WGL_NVX_DX_interop extension
  172. Software Implemntation
  173. alpha blending without modifying destination alpha
  174. Texture 3D
  175. Multisampling and GL_STENCIL_INDEX
  176. glPixelTransferf in or out of GL3.2 ?
  177. EXT_packed_depth_stencil and multisampling?
  178. Stencil Routed K-buffer sample needed in OpenGL
  179. MRT for Texture2DArray
  180. glBlitFramebuffer() from single to multisampled?
  181. Problems with glCompressedTexSubImage3D
  182. What exactly do display lists do?
  183. Compiling shader in separate thread
  184. Radeon 5870
  185. How to get the 'fast' exp2?
  186. Creating an elevation map from the depth buffer
  187. ATI and Nvidia extensions for DX11 and 10.1 ARBs
  188. How to "fill" a solid?
  189. is there an early stencil test?
  190. Why is GPU-CPU transfer slow?
  191. glBlitFramebufferEXT and ATI cards
  192. problem with QT-openGL-display list
  193. share display list QGLWidget
  194. Anti-Alias, trilinear, Anisotropic ?
  195. Detecting if an OpenGL debugger is being used
  196. Occlusion Query ideal sample count
  197. Render to texture and multisampling
  198. gl_ClipDistance not working with nvidia cards
  199. Shadowmapping on iphone 3GS ?
  200. Trilinear interpolation in 3d textures
  201. NVIDIA cards and RGB10_A2
  202. No Instancing support for GL 2.x ?
  203. Tilted Mirror ?
  204. Dynamic control point array in gluNurbsSurface()
  205. Near plane quad
  206. Texture with perspective already in it, overlayed
  207. depth to position (ala leadwerks)
  208. question about light prepass and msaa
  209. VBO to VBO data transfer
  210. warp a an image on multiface object
  211. Problem With Multitexturing
  212. Physic with OpenGL
  213. Packing a float into a GL_RGB texture
  214. OpenGL 3.2 and NV_Vertex_Buffer_Unified_Memory
  215. picking and camera projection.
  216. Obtaining axes rotations from view direction
  217. Multisample FBO problems with stencil buffer
  218. Color vs. DepthStencil clear
  219. Problem rotating an object
  220. Final pixel position after transformations
  221. GL_TEXTURE_2D_ARRAY_EXT issue regarding CLAMP_TO_B
  222. Video Rending in OpenGL
  223. GLSL recompile on uniform call
  224. Stencil routed A-buffer (explict_multisample)
  225. smooth animation of camera moving
  226. something wrong when use the wglUseFontBitmapsW
  227. HeightMap to NormalMap
  228. max clip distance/plane on nVidia hardware
  229. Mouse Co-ordinates
  230. Drawing different Planes
  231. Instancing, Batching, and Conditional Rendering
  232. immediate mode "on top of" vertex buffers
  233. GLSL: a few questions about sampler3d
  234. quickly draw precise line
  235. How do you use your renderer targets?
  236. vbo
  237. Evaluating points on a NURBS surface
  238. import .x file
  239. Multitexture with independent texture color blend
  240. UBO poor performance [GL 3.1]
  241. (3.2) Texture coords problem
  242. Tessellation with displacement
  243. FBO setup failure on ATI X1800
  244. Depth texture GLSL
  245. Smooth Rotation of large triangle mesh
  246. Slow rendering using draw instanced
  247. Index Arrays... Should that memory be in GPU ?
  248. Shadow techniques.
  249. ARB program parameters
  250. Bitwise?