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  1. OpenGL application moving way too slowly
  2. Strange Zbuffer moiree
  3. glReadPixels GL_DEPTH_COMPONENT downsampled FBO
  4. OpenGL, SDL and sprite Collision detection
  5. nVidia: Chging GDI Window Size Clears Back Buffer?
  6. Mimic glFrustum
  7. Render to texture
  8. framebuffer repaint problem
  9. glRotated doesnt work??
  10. Tutorial Proofreading and Correcting.
  11. Calculating the Normal of a pixel
  12. Background image using OpenGL ES 2.0
  13. PBO 16 Byte alignment?
  14. Dynamic lighting in forward rendering
  15. problem of Multitexture
  16. FBO stencil test
  17. benching the GL
  18. How to use OpenGL instancing?
  19. Is ping ponging necessary in this case?
  20. opengl 3 and point sprites
  21. Creating texture from bitmap (in jogl 1.1.1)
  22. glBindFramebufferEXT slow down framerate
  23. glEnable(GL_ALPHA_TEST | GL_DEPTH_TEST)
  24. Colorbuffer alpha value doesnt get cleared
  25. Model View Matrix Value when using MFC
  26. Direct Texture access
  27. Custom Alpha Blending?
  28. Determining Geometry Shader Output Size
  29. Clearing integer textures
  30. Stencil test for sprite collision. Help
  31. Buffer orphaning question (Streaming VBOs)
  32. Transforming a 2D texture directly to 3D texture
  33. OpenGL Context creation time on Win32
  34. problem with depth texture
  35. Unsynchronized camera
  36. Performance of texture upload with PBO
  37. weird non pow2 problem opengl3.3
  38. Collision detection: Need to port occlusion query!
  39. unexpected error in GLSL compilation on ati 48x0
  40. Any methods to achieve fast read back?
  41. cannot turn off GL_RASTERIZER_DISCARD ?
  42. Problem with glMap2f and Nvida GeForce
  43. MRTs: does a shader need to write to all of them?
  44. Problem with shorts line segments
  45. Texture 2D array as render target
  46. Strange Intel Driver
  47. Opengl low fps problem
  48. question about glTexImage2D in OpenGL ES 2
  49. Line of Sight - Light Shadow from Spotlight..
  50. How to "limit" my light...
  51. Strange things with AMD card
  52. Zoom for CAD using glOrtho
  53. Display List, VBO, or ?
  54. Transform Feedback & Interleaved
  55. glLoadMatrix and normals
  56. Some queries about... occlusion queries!
  57. glReadPixels() too slow
  58. Processing depth/stencil values.
  59. Choice of Collision Detection Algorithms
  60. glextrelease.txt ?
  61. Parsing .obj files
  62. Dynamic VBO Performance Problems
  63. glBlendFunc() for transparent background
  64. projectToScreen doesnt return normalized coordinat
  65. ATI Bug with GL_EXT_texture_sRGB?
  66. [solved] High-Resolution Screenshot
  67. Stippled Lines?
  68. Shadow Mapping Problem
  69. Single Pass Multiviewport Rendering in OpenGL
  70. OpenGL driver question.
  71. sdl_gl_getprocaddress is null "glGenQueries" on XP
  72. Test floating point texture filtering capability
  73. Multitexture Gl_Replace Problems
  74. Drawing a box with the Geometry Shader
  75. Single Pass Multi-Layer Depth Rendering
  76. procedures + functions implied by extension specs
  77. window display hang..
  78. Specular Lighting Problems
  79. Opengl 1.5 on windows?
  80. Is cubemap depth test with CgFX possible?
  81. Sending/Accessing Float data to/from Shader
  82. Problems with deferred shading & light volumes
  83. glBindAttribLocation after glLinkProgram
  84. Transparency Antialiasing/CSAA with Depth Stencil
  85. CubeMap
  86. Fixed-Function Shadow Mapping Problem
  87. GLSL and TBN matrix - Is my understanding correct?
  88. Access single Textures of a (rendered)Cubemap
  89. GlClear with FBO Render target
  90. read gray image and color index image.
  91. Geometry shader based CSM
  92. Font Rendering
  93. VertexAttribute Components Mixup
  94. What is GL_ARB_shader_atomic_counters?
  95. FBO with shared texture
  96. BumpMap
  97. VBO Frame Rate fall
  98. glActiveTexture and PBO transfers on Nvidia
  99. Sharing an uniform buffer across a block array.
  100. Layered rendering
  101. Rendering resolution independent Curves
  102. Share OpenGL context between two programs
  103. position from depth
  104. rotating and translating
  105. Sphere cutting
  106. "OpenGL 4 for 2010" slides available
  107. BlitFramebuffer BUG on ATI/AMD
  108. gl_Position in OpenGL 3.0+
  109. Displaying single color channel
  110. GL_R11F_G11F_B10F and FrameBuffers
  111. octree texture,raycasting,probs texcoord ?
  112. Coping from FBO's stencil to main stencil buffer ?
  113. Gritty deposit on FBO composited textures!
  114. GL3.3+ Instancing and VAOs
  115. glFramebufferTextureFace/Layer/2D
  116. FBO and Mipmaps
  117. glDrawPixels stops working
  118. Multi-Texturing Problema
  119. Texture Buffer Object Problem
  120. vsync broken when blitting to back buffer
  121. When does the DMA happen with PBOs?
  122. OpenGL pipeline
  123. Problem with moving a camera in glortho
  124. Straightforward (Linear) Panorama View
  125. Nvidia SLI AA : glReadPixels
  126. example how to rate arround a object
  127. Which one is faster?
  128. FBO UNSUPPORTED EXT with new drivers!
  129. OpenGL thread loading
  130. glDisable(GL_MULTISAMPLE) has no effect?
  131. FBO render to texture
  132. Multi-pass rendering problem
  133. Bindless graphics with OpenGL 3.x
  134. Rotation independant objects
  135. Point Sprites or Geometry Shader
  136. Stencil test fails second time?
  137. Heat effect
  138. mega vbo, any reservations?
  139. FBO problem
  140. Cube plane intersections points
  141. Tessellation
  142. Relief-Mapping depth parameter
  143. How to force to write in the framebuffer? (on AMD)
  144. glAlphaFunc and glColor - doesn't this combine?
  145. depth only draw into a texture array
  146. Returning to previously ended occlusion queries
  147. glBufferSubData use cases
  148. Handling Shader Name Collisions
  149. drawcall with no data possible ?
  150. why depth texture dosen't working
  151. associative non-premultiplied alpha blending
  152. Texture Width/Height
  153. Uniform Buffer Object Performance
  154. Transform feedback buffer
  155. Vertex arrays and buffers in OpenGL 3/4
  156. FBO Depth Texture display
  157. Camera matrix with GL3?
  158. Weird Texture Creation Failure
  159. Problems with projecting a texture on a surface
  160. A fast and actual and beautiful ocean
  161. Geometry shader massive slowdown / ATI Radeon 5770
  162. glVertexAttrib() without glBegin()/glEnd()?
  163. Open GL Volumizer : Links Broken/No reresources
  164. Depth buffer value, pixel position spaces...
  165. Text rendering in 3d space
  166. Slope scale depth bias in OpenGL 3.2 core
  167. PBOs and multithreading
  168. VBO with flat shading
  169. gl_NormalMatrix Replacement
  170. Delay in texture 2D slicing
  171. Core Profile Performance Advantage
  172. How can I make a glow effect please ?
  173. Multisampling makes things extra transparent
  174. Test whether two contexts are sharing lists/texes?
  175. Mipmaping in the absense of fixed functionality
  176. Multitexturing / glEnd : invalid Operation
  177. Fragment out uint with GL_R8UI texture
  178. EXT_stencil_two_side on ATI
  179. Constructing an orthographic matrix for 2D drawing
  180. Deferred texture loading?
  181. No fast_z_count pixels ?
  182. opengl off-screen rendering
  183. Two problem about shadow mapping?
  184. State Change - Texture Object vs. Shader Program
  185. Texture as Depth-Buffer with default Framebuffer
  186. glut offscreen rendering
  187. Unhandled exception ....DDERR_OUTOFVIDEOMEMORY
  188. Normals Problem? Claw like Artifact?
  189. using the same PBO for unpack and pack
  190. DXTC Compression and OpenGL3
  191. [Solved] Problem with RTT depth buffers
  192. Can't even draw a triangle with ATI and GL3
  193. How to use VOB with Materials??
  194. error with CG
  195. Shadow volumes for vertex-shaded objects
  196. Attribute buffer
  197. Using PBO and FBO for pixel readback
  198. Transform Feedback is not using the Vertexshader
  199. Feature or Loophole in Specs?
  200. Server Side Framerate
  201. Array Textures
  202. Client side list
  203. FBO render to texture and glReadPixels
  204. FBO, post processing effects and gluUnproject
  205. Nvidia Screen Position Bug?
  206. glTexSubImage in opengl es 1.1
  207. VBOs on OpenGL, like on ES 2.0
  208. Depth testing in OpenGL 3.3
  209. Optimal MSAA technique for a deferred renderer
  210. Read depth from FBO and renderbuffer
  211. Picking without depth-buffer information[SOLVED]
  212. Blend Problem
  213. OpenGL tessellation, problem tessellating concaves
  214. Alpha blending with multiple color attachments
  215. Texture issue on triangles batch
  216. nevermind
  217. MapBuffer works but not BufferSubdata
  218. glTexSubImage2D - independent RGB component update
  219. FBOs - shared or no in OpenGL 3.3?
  220. Are program pipeline objects shared?
  221. fast off screen rendering
  222. White depth texture using FBO
  223. DrawElementsInstanced, DrawArraysInstanced, batch
  224. Attention Admins: advanced samples MIA
  225. Texture caching using glActiveTexture
  226. Possible approaches to drawing > 200000 objects
  227. Why does FBO clip above ortho 0,0?
  228. How to readback PBO to main memory fast?
  229. Problem with FBO
  230. FBO mulltisampling
  231. Need help with 3D models: recomended formats?
  232. GL 3.3 core profile: Drawing w/hout VAO/VBOs
  233. Newspaper
  234. Reading depth buffer with glReadPixels
  235. High-Quality text rendering library in OpenGL
  236. Real-time Large Dynamic Mesh Rendering
  237. How To Circumvent Matrix Stack Limits?
  238. Loading textures using PBOs - best strategies
  239. 2x GPUs on Linux
  240. Are unsigned byte indices supported in hardware?
  241. WGL_SAMPLES_ARB values of 0 and 1
  242. Why there's no glMapSubBuffer ?
  243. Soft body dynamics, volume estimation, swamped...
  244. fbo trouble.
  245. FBO using Render Buffers
  246. Streaming my OpenGL Application
  247. Turning a book page
  248. GL_ARB_get_program_binary
  249. What is faster:multiple FBO or multiple attachment
  250. how to rendering bouding box for ray casting ?