PDA

View Full Version : Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 [63] 64 65 66 67 68 69 70 71

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