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  1. disabling AA with glRenderbufferStorageMultisample
  2. Frame Synchronization
  3. separate shadow pass in translucent scene?
  4. New Extensions
  5. velocity map for hardware skinning mesh.
  6. Render to texture alpha blending quality?
  7. missing direct_state_access entries in gl.spec
  8. JoinSwapGroupNV
  9. Opengl 2D animation
  10. Drawing a Polygon on a Sphere
  11. OpenGL: matrix manipulation
  12. Framebuffer Objects and Multisample?
  13. Creating seams On the OpenGL Camera
  14. Writing a texture to a stencil buffer
  15. anaglyph in gl
  16. DrawRangeElements and MultiDrawRangeElements
  17. Some things about the standard lighting system.
  18. Haiku OS OpenGL Stack bounty
  19. opengl optimization
  20. Graphic Remedy launches gDEBugger CL
  21. Quadro page faulting for 5 seconds all the time
  22. OpenGL on Win7 x64 & ATI FirePro V3750
  23. Antialiased lines with correct destination alpha
  24. glDrawArrays and gl_VertexID (Nvidia/ATI diff)
  25. Intel on-board graphics VBO problem?
  26. FBO on ATI (again...)
  27. BlitFrameBuffer woes
  28. How to get per-pixel surface slope directions
  29. How to compute time to move
  30. Exact camera orientation using gluLookAt
  31. .spec file version numbers/dates
  32. alpha blending with multitexturing
  33. How to implement 24x AA on Radeon 4850?
  34. Samsung 120Hz LCD
  35. Transformation between vertex and fragment shaders
  36. BlitFramebuffer drops GL_LINEAR filtering?
  37. glProgramParameteri entry point missing?
  38. glCopyPixels() problem on some Intel cards
  39. Still have problem to understand fragment shader
  40. GL_NVX_gpu_memory_info
  41. Specific blending mode (how to achieve this?)
  42. separate the objects in layers
  43. OpenGL ES 1.x and LookAt problem
  44. External House Sync Signal
  45. problem with gluTessBeginPolygon
  46. Rendering static content
  47. Render To Integer Texture
  48. Error in http://www.opengl.org/.../redbook/tess.c
  49. Does tessellation level effect texture fidelity?
  50. VBO problems
  51. [pls help] camera capture as background, object on
  52. normals directions
  53. Map2 control point limit?
  54. (continue) motion blur of skinning mesh
  55. Bindless Stuff
  56. Can I cut a 2D texture into slices?
  57. [OpenGL ES 2.0] Point Lighting gone haywire
  58. FBO with default (window) depth buffer?
  59. GLSL Volume Raycasting Fragment Shader stalls
  60. crash in glVertexAttribIPointer (integer version!)
  61. How Implement Euler angle in opengl
  62. glUniform index arithmetic
  63. FBO Multisample and glCopyTexSubImage2D()
  64. glVertexAttribDivisorARB Link Error
  65. Add a 2D texture to a 3D texture
  66. non-square POT texture support and performance
  67. Question regarding cascaded shadow map
  68. layout(std140) help needed
  69. Simple OpenGL 3.2/3.3/4.0 core profile loading
  70. pack/unpack half floats on 3D textures
  71. Zoom window rectangle drawing
  72. Automatic Rendering function or library
  73. Creating a Bezier's path
  74. accumulator and incostent winding
  75. Readback speeds of newest cards?
  76. Matrix Manipulation inside shader or outside?
  77. multisampled fbo with rgba16f internal format
  78. Does PBO + glGetTexImage improve the performance?
  79. Rendering to a texture via EXT_framebuffer_object
  80. FBO 2nd & 3rd render targets not drawing
  81. Arc ball rotation with viewing direction
  82. Multiple Viewports, Multiple Textures - 3D
  83. orthonormal bases
  84. depth FBO + alpha test on ATI
  85. Intensive Shaders (>1 second per primitive)
  86. Usefulness of transform feedback
  87. generic vertex attribs and display lists
  88. Shadow mapping
  89. meshes - adaptive, surface subdivision, etc. -
  90. FBO rendering to specific part of a texture ?
  91. opengl es help needed.
  92. general OpenGL input lag
  93. gluUnProject question
  94. what kind of rendering? huge vertices & need edit
  95. Texture with vbo some problems
  96. Causes of flickering/disappearing objects
  97. VBO Performance
  98. OpenGL ES render,
  99. opengl es help.
  100. Extensions for stereoscopic rendering
  101. Database access..
  102. Stereo Images @ 60Hz each
  103. 3D Model subdivision
  104. Fitting a huge drawing
  105. passing 2D texture as vertex attribute data
  106. glFramebufferTextureLayer is slow
  107. glDrawBuffer(GL_FRONT_AND_BACK vs GL_BACK)
  108. problem with more than 8 framebuffer objects
  109. Texture and memory questions
  110. Ping pong blurring with RT, not FBO switching?
  111. Moving Index Buffers from Client-side to IBOs
  112. Warcraft 3 like terrain
  113. experiences rendering instances
  114. Help with Skeletal animation
  115. Stencil buffer/FBO strange behaviour
  116. Occl. Culling - Bouding Rectangle vs Box?
  117. Brightening a texture
  118. white textures on Vista, on XP everything fine
  119. Movie as texture
  120. Display Lists - The Next Generation (CBO)
  121. Need some advice about cascaded shadowmap
  122. Uniform Buffer Objects (slow) - help needed
  123. simulating the water with normal map and du/dv map
  124. Streaming texture
  125. GLES Texture Projection
  126. glBlitFramebuffer tip
  127. Combining multiple textures
  128. Primitive restart vs multi-draw calls?
  129. VertexAttribIPointer and Vertex Shader
  130. Is this possible - Draw & resize BB to RT
  131. Zoom without using GLUT.....and Toggle b/w views
  132. Uniforms not working for one shader only ?!
  133. wglMakeCurrent fails + WGL_NV_gpu_affinity
  134. using displaylist with trimming nurbs
  135. Pixelbuffers and what exactly is going on
  136. array of vertex attributes
  137. Flicking problem in Texture-Mapping
  138. Texture memory on the GPU
  139. Advanced Rotating
  140. Depth-texture values always clamped to [0, 1]
  141. Memory accumulation up to overflow by OpenGL-Ctrl
  142. Looking for a more flexible way to use VBO's
  143. glDrawElementsInstanced and textures
  144. test for intersection in 3D
  145. Instancing sucks ?
  146. GL_ARB_shader_subroutine
  147. Normal Map generation?
  148. FBO switching
  149. glReadBuffer fails
  150. vertical gradient in tessellated closed curve?
  151. Data copy from one VBO to another VBO inside VRAM
  152. Multiple threads and one context
  153. When rendering to a fbo?
  154. wglShareLists and current contexts
  155. gl_FragCoord doesn't change
  156. ATI, glGetTexImage + GL_PIXEL_PACK_BUFFER problem
  157. glGetSynciv takes too long
  158. PBO/Textures/Alignment NVIDIA Bug?
  159. Depth-Blit puzzle
  160. OpenGL texture issue
  161. BlitFramebuffer clarification
  162. GTX260 hiccuping bug? (with standalone reproducer)
  163. Need help with deferred shading tutorial
  164. Retrieve the Stencil Buffer?
  165. FBO doubts
  166. how to .OBJ file..
  167. circular color gradient?
  168. glGetActiveUniformBlock on ATI
  169. print screen in OpenGL
  170. Multiple uniform blocks (is it possible?)
  171. FBO and manual mipmap generation
  172. Need help rendering 3D texture using GS gl_Layer
  173. switch() inside fragment program
  174. Question about values of GL_RGBA32UI?
  175. glDisableVertexArray()
  176. Copying FBO attached texture to a smaller FBO
  177. Implementing Bidirectional Ray Tracing?
  178. create auxiliary buffers
  179. problem in address passing
  180. shadow implementation
  181. OpenGL best practices
  182. how these cube vertices are defined??
  183. VBO Compatability
  184. Display list question
  185. GL4 tesselation feature
  186. Rendering text without a recreation of the vertex
  187. Passing class reference to renderscene() MainLoop
  188. Context lost on Intel GMA
  189. opengl es texture combine interpolate - iphone
  190. Select GPU
  191. texture combine with masking:
  192. How do I go full screen without GLUT?
  193. Performance Issue
  194. Repainting the viewport
  195. How to write into arbitrary position of a texture?
  196. VBO and VertexPointer Issues
  197. Detaching textures from frame buffers
  198. Saving OpenGL output as OBJ file
  199. Storing Lines in Obj File
  200. Translate 2D objects with a callList
  201. Saving OpenGL output as Fixed Dimension JPG
  202. IHV feature matrix
  203. Read in an integer texture in fragment shader?
  204. GL_LINE_SMOOTH and GL_RGBA16F color attachment
  205. How to add fragment data when overlap happened?
  206. FP target and MAX blending
  207. Problem with diffrent sizes of VBOs
  208. Fremebuffer with multisampling AND stencil buffer
  209. Linear interpolation between VBOs
  210. HDR in older cards, how?
  211. Stopping Automatic Texture Generation
  212. DITHER, LOGIC_OP, and AUX_BUFFERS
  213. Face Rig
  214. Large vertex coords get corrupted
  215. Render display list at half-alpha...
  216. Creating a movie from a opengl application
  217. Can I bind a texture to fbo & texname at same time
  218. Some semi-advanced questions
  219. Contourlines
  220. Depth testing of points
  221. Downsampling a Texture
  222. GlDrawElements without vertex data
  223. Can't disable multisampling w/ multisample texture
  224. Doom3 MD5 Blend Skeleton
  225. Video Streaming from OpenGL
  226. How to attach an element buffer to a VAO with DSA?
  227. 12bits per color channel
  228. Driving 6-12 displays with 1 GPU card
  229. fixed pipelined lighting slow on newer hardware
  230. MSAA performance in deferred shading
  231. Strange change of color
  232. How to alpha blend PBOs?
  233. Depth clear affected by GL-state?
  234. Proper usage of GL_TEXTURE_2D_ARRAY.
  235. Shadowmapping (Core GL3.0) avoiding deprecation
  236. dot3 bumpmap problem
  237. lighting_(plz its urgent)
  238. GLUT and multiple monitors
  239. GLUT like, SDL multiple windows, message box?
  240. Direct State Access
  241. 16x MSAA and Multiple render targets
  242. Depth-stencil texture get corrupt after reading
  243. glFlush or glFinish with mulithreading?
  244. how i make a game engine?
  245. Texture3d size in volume rendering
  246. problems with improper resource cleanup
  247. sphigs and openGL
  248. Reusing lists? (glNewList more than once)
  249. Shadow Mapping w/ FBO & GLSL
  250. glPolygonOffset and GLSL