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  1. how to rendering bouding box for ray casting ?
  2. Transform Feedback implementation
  3. TriLinear interpolation
  4. FBO doubt
  5. What is 2D acceleration with OpenGL?
  6. wglMakeCurrent issues
  7. Problem with coherent keyword on NVIDIA GTX 480
  8. problem with depth clamping
  9. Seeking maximum performance with PBOs
  10. Rendering to Multiple Windows using glut
  11. AMD frame buffer blit issue?
  12. Blending textures hav a shadow on the border. Why?
  13. DX11 deferred context is like GL display lists?
  14. gl_ViewportIndex unknown on GTX 580
  15. Per-component blend factors
  16. calculating normals in tess-eval-shader
  17. Element buffer binding is VAO or context state?
  18. GL_INVALID_OPERATION in glVertexAttribPointer
  19. SV_Coverage input -> GLSL?
  20. Current Crossfire support
  21. Old 7900 Support
  22. Using glTexImage2D with null data
  23. Subroutine API with subroutine arrays
  24. displaying jpeg in opengl
  25. tessellation shading and seamless displacement?
  26. LUMINANCE_ALPHA_FLOAT16/RG16F/FLOAT_RG16 ?
  27. chess
  28. Sampling from a 2D texture as it would be 3D
  29. xeon quad cores
  30. Lighting Mathematics
  31. GL_OUT_OF_MEMORY error
  32. Framebuffer object problem
  33. help needed with raycasting
  34. VBOs use vertex attribute for two vertices
  35. How Does Multisampling Compute Color?
  36. Moving beyond the limits of 32-bit float precision
  37. batching style question
  38. I dont disable texture
  39. Shadow Mapping / z-Buffer texture on ATI card
  40. Textures in glsl
  41. Nothing written to FBO depth
  42. Unnormalized unsigned bytes as vertex attributes
  43. deffer render: depth
  44. questions about OpenGL with multilpe threads
  45. Asynchronous texture streaming using a PBO
  46. Tessellation levels in the 4.1 Specification
  47. 32 bits bit shifted uints trouble.
  48. gDEBugger is free!!!
  49. How to create multisample pbuffer
  50. Omitting Vertex/Normal/TexCoord pointers with VBOs
  51. Can't get G-Buffers work correctly
  52. Compositing video and primitives in OpenGL
  53. Rendering to Multiple Textures Separately
  54. Real GL_MAX_VIEWPORT_DIMS
  55. Optimal VBO array formats in OpenGL ES
  56. Multisampling fail
  57. Collaboration/Critical Design Project. GLSL shade
  58. glutAttachMenu(button)
  59. Tessellations and textures
  60. Target-FS output component count mismatch
  61. Compressed Volume Texture SubImage uploading
  62. glRenderbufferStorage -- internalformat values?
  63. Lighting observation when moving to Core profile.
  64. Mixing VBO and client memory arrays?
  65. Polygon Voxelization
  66. multiple vbos
  67. rom "beginner forum:" glGenBuffers causes exit
  68. FBO Multisample with crash
  69. Avoid sampling at the texture Edge?
  70. Compress images before reading back from GPU
  71. Build textures during runtime
  72. Efficent render to 3D texture
  73. Texture coordinates rules
  74. PBOs, memory location
  75. Record OpenGL scene
  76. Retrieve Video (Nvidia/ATI) Driver Version
  77. problem: geometry flashing...
  78. Updating single layer of texture array
  79. View Space Light Position Moving...
  80. Faster replacement for gl_NormalMatrix
  81. light pre pass artifact
  82. How to restore opengles textures /context
  83. Histograms and FBOs
  84. glReadPixels are killing my project!!!
  85. Multiple Convolution passes on 3Dtexture nopingpon
  86. Resulted Tessellated Vertexes
  87. Tessellated shapes
  88. using openGL to produce a mesh cube
  89. Mapping a sphere
  90. Programmability in the Pixel Transfer Pipeline?
  91. Generate mesh object
  92. Render bugs after recreating FBOs
  93. FAQ - Fixed function lighting position problems
  94. ATI: Corrupted data when using 3D textures
  95. Replacing pBuffers with FBOs(glow effect)
  96. FBO=>PBO transfer, glMapBuffer is impossibly slow
  97. How to blur an image?
  98. Multiple Render Target with texture3D
  99. Compressed 3D Textures
  100. Attaching a TBO to VBO
  101. drawing hyperbola in openGL
  102. how i can to optimize texture mapping?
  103. how to acelerate texture in post-prossecing?
  104. Working with floating point textures
  105. 2D Texture Array
  106. Magnification limit?
  107. OpenGl multi texturing with C#
  108. Shader Problem
  109. Render to multiple textures and Shaders
  110. ptr to glmapbuffer
  111. how to redraw the window with different data
  112. Buffer orphaning and multiple context
  113. Problems with multiple objects, shader & picking
  114. Saving & Restoring Depth Buffer to/from PBO
  115. Manual mipmap loading
  116. FBO, textures and MRT problems
  117. NV: Problems using integer attributes
  118. OGL Stereo Draw
  119. Change transparency for RGBA texture on the fly
  120. Using the GPU to accelerate high quality 2D AA
  121. different glBindBuffer for one glDrawElements
  122. sphere moving animation..its very urgent..thanks
  123. Function to render a flat 2D mesh
  124. VBO vs vertex arrays for particles
  125. OpenGl multi texturing with C#, Part II
  126. Map Me Again But Don't Waste My Time!
  127. WGL_NV_DX_interop
  128. glPolygonStipple
  129. Light bleeding
  130. Rotating an Object
  131. gl_VertexID issue
  132. gl_error 1282 when setting glVertexAttribPointer
  133. GL_NV_texture_barrier on ATI
  134. Modern polygon triangulation
  135. Are TBOs just as fast as PBOs?
  136. glTexImage2DMultisample() - fixedsamplelocations?
  137. Alternative to glBlitFramebuffer()
  138. I just don't manage to use texelFetch :-(
  139. default vs named uniform block
  140. drawing reflected rays in ellipse(optical property
  141. Confusion about the range of opengl Pixelformats
  142. Nothing drawn but the clear color on ATI
  143. Background thread rendering to FBO
  144. Better way to do transparency?
  145. Enumerating formats and other such things in GL
  146. maintaining pixel aspect ratio
  147. CUDA CANNOT perceive changing VBO with glMapBuffer
  148. Need help deciding engine future
  149. gl_ClipDistance[] in Tesselation Ev. Shader, NVIDI
  150. Deferred rendering and light position
  151. GL device caps database
  152. VBO as Queue?
  153. Uniform confusion
  154. debug output extension : is it working ?
  155. Whats new in opengl since 2003
  156. Multisampling
  157. How to change VBO by content of another?
  158. is this vbo pattern possible??
  159. Dynamic FBO reuse (2D / 3D textures)
  160. Display corruption caused by glPolygonStipple
  161. Multisample Framebuffer objects *without* NVIDIA
  162. Extending mass spring system to volume
  163. Depth texture bound to FBO and texture unit?
  164. Out of memory with glTexImage3D
  165. GL_NV_multisample_coverage & Texture alpha
  166. glGenFrameBuffers(EXT) always fails!
  167. frame capturing of transform feedback simulation
  168. occlusion query 2 problem
  169. failed to use Stencil
  170. Dynamic Index Buffers (IBOs) and glBufferSubData
  171. Stipple & Fog
  172. glMapBufferRange() behaves strangly
  173. Graphics memory leaks.
  174. EXT_direct_state_access & ARB_vertex_array_object
  175. Double Precision
  176. Multitexturing
  177. window-system-provided depthbuffer
  178. ARB_serperate_shader_objects sharing uniforms
  179. Streaming framebuffer readback
  180. Is indexed array not use for texturing?
  181. Pushing / popping the current program
  182. Problem with opengl -Its URGENT
  183. full screen quads : Instancing or GS ?
  184. Updating VAO data every frame not working
  185. glTexImage2D format paramets of _INTEGER flavour
  186. Multiple shaders: how to deal with attributes?
  187. Concept: Animation(Blender or other) to OpenGl ES?
  188. WGL_NV_DX_interop? example?
  189. Deferred Shading: depth pass
  190. Non-deterministic results from render to texture
  191. VBOs with vertex and normal indices
  192. Subroutine Bug?
  193. When do double precision VBOs convert to float
  194. glReadPixels - is this possible?
  195. newly created texture is filled with color
  196. Bloom effect
  197. OpenGL simplifying polygons
  198. efficiently clear buffers
  199. imageAtomicMin/Max not working?
  200. Perspective texture mapping
  201. Transformation of normals into eye space.
  202. scaling causes artifacts
  203. non power of two textures
  204. DrawBuffers2 extension and OpenGL 3.3
  205. EXT_transform_feedback
  206. ATI rendering to TBO and integer textures
  207. batching geometry
  208. Sorting 3D objects by material makes my game slow
  209. Offscreen Rendering vs Render-to-texture
  210. Trouble with the stencil buffer
  211. Volume Rendering - Transfer Function
  212. ATI why do you torture me so
  213. Matrix & Rotation Headache
  214. Having trouble with GL_FOG
  215. converting a world map texture to a mercator map
  216. light GL_SPECULAR doesn't work ?
  217. Blending
  218. Glut.BitmapFont makes program open & close
  219. ARB_debug_output maturity
  220. framebuffer over certain size : huge slowdown ?
  221. Plz help!!!!Trimmed surface Bounding Box
  222. information on tessellation shaders
  223. Fragment lighting proglem
  224. Deferred lighting and shadows
  225. Skeletal animation, 2D to 3D
  226. Render to RenderBuffer with Depth Test
  227. Compatibility of 3Dc / LATC?
  228. gluNurbsCallback function--cant use new glu functi
  229. Simple Shadow Mapping
  230. FBO + shader_image_load_store interaction
  231. FBO attachments with different shaders
  232. glHistogram is too slow! Pls help!
  233. draw a cube using a menu
  234. Object Position
  235. GUI
  236. Failing to use EXT_shader_image_load_store :/
  237. Getting a pixel / texel / point from a buffer!
  238. Buffering all render data
  239. Shadow mapping, bias before the w divide ?!
  240. About lighting and material on GL >= 3
  241. Why is GL_DEPTH_BITS deprecated in GL 3.3?
  242. How to switch the light on scoreboard?
  243. Getting started rendering maps
  244. VertexAttribDivisorARB not aliased
  245. glDrawElements not drawing end of large buffer
  246. FBO problems
  247. Rendering through a dll
  248. Anisotropic filtering in GL 3.3+?
  249. Point sprite attenuation doesn't work on Android
  250. help with Shadow mapping with cube textures