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  1. EXT_transform_feedback and Vertex Programs
  2. MRT on main framebuffer
  3. OpenGL 3.2 vs. 3.3?
  4. GL_TRIANGLES problem
  5. video/graphics memory from assembly
  6. Eye space lighting problem with Ortho projection..
  7. Pass-through vertex shader vs fixed pipeline: SLOW
  8. Transparency
  9. Stereoscopic 3D with frame packing.
  10. tilt effect?
  11. Multitexture Problems....
  12. Optimizing glDrawArrays
  13. Optimizing glDrawElements
  14. Mipmapping on Point Sprites
  15. texture memory
  16. GLIM Version 0.4 released
  17. How to clear images?
  18. Switching Framebuffers vs. Attachment
  19. Array Textures and Mipmaps
  20. Very odd problem with glActiveTexture..
  21. Image coherency
  22. Cubic environment mapping from a rectangle picture
  23. Glossiness and Specular Level
  24. Diffuse maps
  25. glVertexPointer before other glXXXPointer function
  26. Render to texture, without FBO
  27. Multi-Pass Materials and Framebuffer Combination
  28. Sorting by buffers, textures, or programs?
  29. GL 4.0, 4.1, backwards compatible
  30. OpenGL and hardware
  31. reloading animations
  32. glConvolutionFilter2D and 16 bit luminance data
  33. gluLookAt problems
  34. Problem of glVertexAttrib(...)
  35. Shadowmap Halo Effect
  36. How to transform into world space
  37. problem with spherical point sprite shading
  38. 8x 4-bit images in RGBA8888 with mipmapping?
  39. Display List and transition tranperenty
  40. cubemapping and texture coordinates
  41. Deep shadow maps on OpenGL?
  42. GL_EXT_transform_feedback problem
  43. One large texture or multiple small textures?
  44. gl Light Source follows the camera
  45. Violation in glDrawElements after reuse of vboname
  46. MRT with different background color
  47. Videofeedback with buffers
  48. glDrawPixels problem
  49. Intel and shared contexts
  50. opengl gluUnProject rendering problem(sparks)
  51. glInterleavedArrays - OpenGL ES 2.0???
  52. VSM Shadows Falloff inverted
  53. varying variables without vertex shader
  54. Strange behavior on 120 Hz monitor
  55. Summed Area Tables in GLSL
  56. Not strictly an OpenGL question.3D Sound in OpenGL
  57. Problem with glCompressedTexImage3D....
  58. SAVSM Shadows Numeric Instability
  59. PerfHUD for opengl
  60. Problem with textures with different graphic cards
  61. Weird shadowmap problem
  62. New extensions in NVidia GL driver 270.40
  63. OpenGL transform feedback alongside CUDA
  64. Shadow mapping - another approach?
  65. Compute eye space coord from window space coord?
  66. Cast texture or renderbuffer to different type
  67. If I draw without enable GL_VERTEX_ARRAY in 2.1
  68. Problem to pick a line and arc object in opengl
  69. Render to cubemap
  70. opengl implementation of j2me's drawregion()
  71. FBO depth map almost completely washed out
  72. Custom Z Buffer Rules
  73. Turn off multiple texture units
  74. implement drawRegion() interface
  75. Why is glewIsSupported() wrong?
  76. How to: from OpenGL 2.1 to 3.3 core?
  77. [4.1] VAO glBindVertexArray - Invalid Operation??
  78. flickering in wireframe, polygon-mode GL_LINE
  79. Sharing OpenGL VAO/VBO/etc. via QGLWidget contexts
  80. 2d texture arrays vs multi texturing
  81. SRAA - GBuffer Costs
  82. Avoiding state switch when changing blend function
  83. Copy depth buffer to R32F texture ??
  84. can GL_COMBINE implement a expression with if else
  85. Positioning issue using transformation matrix
  86. High Poly Object rendered very slow
  87. Z buffer offsetting for GL_LINE
  88. Would instancing be good in this case?
  89. New device extensions/capabilities database
  90. Create second context
  91. graphic debugger
  92. drawing on textured object - then read texture
  93. OGL3.1 - Resize that stays in shape
  94. Post processing screen effects
  95. Dev Image Library's ilGetPixles and ilSetPixels
  96. glGenBuffers returning non-unique names.
  97. Quaternions rotation
  98. glTexImage2D failing on Windows/Qt ???!!!
  99. ReadPixels( DEPTH, FLOAT ) - Strange results
  100. glGet macros allways return zero -- even at start
  101. Deferre shading with multiple viewports
  102. GL_PATCH and primitive generator misunderstanding
  103. How to enable a vertex attribute array with VBOs?
  104. problem with glGenBuffersARB
  105. Per-program uniform storage size vs. per-shader
  106. MultiPass with FBO
  107. Convert user view to Camera view.
  108. Bind video texture to opengl primitive
  109. OpenGL Jobs on US east coast
  110. Looking for Adv. GL Programmer to help - Job
  111. how to verify max feasible cubemap size?
  112. image sampling issue
  113. How to use multiple simultaneous depth units?
  114. Strange bug with GL_ARB_occlusion_query (ATI)
  115. Job -Help with Integrating Kinect into Custom Game
  116. Layers on z axis
  117. Transform Feedback problem
  118. glMapBufferRange performance issue
  119. Half float pro's and con's?
  120. GPU ray casting speed
  121. Pan tilt Camera and augmented reality
  122. GPU minimal texture size
  123. Improve Loading Times
  124. QBS and the depthbuffer
  125. OpenGL multiple textures same surface, problem
  126. Generating Texturespace Fragment Shader
  127. Polygon Edge Smoothing with Shaders
  128. Informal Forum Posting Guidelines: Commentary
  129. Firefox causing GL_FRAMEBUFFER_UNSUPPORTED
  130. cockpit camera in flight simulator
  131. Can I render and update VBO at the same time?
  132. Multiple Dynamic Light Sources in GL3
  133. Save vertices to texture problem
  134. change projection matrix every frame?
  135. fragment shader output
  136. Help for OpenGL 4
  137. VBO and Moving Parts
  138. Texture output/input sync problem
  139. Lost Device
  140. Frame buffers/fragment shaders - problems on ATI
  141. Legitimate use case for noperspective
  142. Should I minimize number of textures?
  143. Should I avoid rebinding the same texture/shader?
  144. texture atlas , adapt UV
  145. Is there effective way of storing distance data?
  146. GetUniformLocation vs. GetUniformIndices
  147. Very Very Strange results with shaders
  148. glDeleteLists()
  149. collision detection
  150. Sudden drop in glReadPixels performance
  151. Tessellation shader question
  152. Correct 2D Drawing
  153. How to query the value of a uniform block element?
  154. ARB_instanced_arrays = slow?
  155. Laptops with a lower power card + an real GPU
  156. VBO/IBO use plus issues on Nvidia
  157. CSM + Slope based Bias + PCF
  158. IK Points Skeletal Animation
  159. Vertex Cache Replacement
  160. Performance at lower mipmap level
  161. Reduce fragment operations
  162. Colors
  163. Outlined OpenGl text like Google earth
  164. Fast upload to GPU
  165. FBO resolution problems
  166. VBO not getting data
  167. How can I fix shadow edge swimming in CSM ?
  168. Timing transform feedback
  169. Degraded image with glReadPixels from back buffer
  170. FBO with glDrawBuffer(GL_BACK)
  171. GLSL back face culling
  172. anyone help me for rotate this circle
  173. Drawing beautiful lines
  174. Need to speed this up
  175. GL_MULTISAMPLE and GL_STEREO together?
  176. 16bit Short Texture / Bitwise Ops in Shader
  177. VBO initialization order wrt VAO
  178. glCompressedTexImage without specifying data?
  179. Regarding texture buffer object
  180. glDrawArrays & memory access weirdness
  181. sRGB Renderbuffers in GL2.1+
  182. Best guess, two options for combining textures...
  183. glBindBuffer, glBindTexture w/ name 0 deprecated?
  184. modify particles engine code to dust
  185. Opengl & Hardware Acceleration
  186. Depth texture use.
  187. History Question: After the Model View
  188. weird behaviour for ping-ponging
  189. glLineWith problem
  190. Point primitives & clipping
  191. MultiSampling
  192. glDrawElements causes GL_INVALID_OPERATION
  193. Missing enumeration type information
  194. Float Equality
  195. GPU-accelerated path rendering
  196. Planar shadows in Space,..
  197. Transform Feedback and Random Pixels
  198. glCompressedTexSubImage3D speed on ATI
  199. Question regarding Octree Texture & LOD
  200. Slow initial texture upload with PBO
  201. front to back blending issues on Linux
  202. 3D face in openGL
  203. Vertex Buffer/Index Buffer help
  204. Idle-callback animation
  205. Multitexturing a gluNURBS object
  206. vertex and pixel shader to draw a point as sphere
  207. Basic geomerty shader problem
  208. Regarding geom. shdr (output tri. strip) [Solved]
  209. SIGGRAPH 2011: Predictions
  210. Regarding transfrm feedbk with gemetry shader
  211. pick point 3D
  212. glTexSubImage2D blocking?
  213. OpenGL 3.0 Deprecation -- Ancient Functions
  214. FBOs: depth works but not color
  215. Gloss mapping in fixed function pipeline?
  216. How do occlusion queries account for the near clip
  217. Auxiliary buffer
  218. Scared of ARB's glext.h
  219. atomic_counter vs image_load_store
  220. Front/back Triangles of the selected region
  221. OpenGL Context Management in Multithreaded Environ
  222. GL_DST_ALPHA blending different under Mac vs Win
  223. Siggraph 2011 BOF Presentations
  224. Sugest/help for simple gameplay physics Java/lwjgl
  225. Greyscaling an image in GLES 1.x
  226. glBindVertexArray and glBufferSubData interactions
  227. Uniform Buffers and BindBufferRange
  228. Heads up display (HUD) dynamic text input
  229. partial texture transfers using PBOs
  230. VAO usage pattern
  231. Android, ES1.1, ETC1, Mipmaping
  232. Spec file bugs
  233. MRT with FBO not working
  234. glUniform + VBO bug?
  235. How to apply vertical and horizontal blur shaders?
  236. Obtaining projection Matrix, from Intrinsic Matrix
  237. Transform Feedback and Geometry Shaders
  238. Performance loss with glVertexAttribPointer
  239. Using queries to cull objects
  240. 16 Byte aligned Textures
  241. Confused - GL_ACTIVE_PROGRAM/GL_CURRENT_PROGRAM
  242. multi pass rendering with shadow mapping
  243. GL_LUMINANCE problem
  244. glTexSubImage still unacceptable slow
  245. Shadow mapping and multiple lights
  246. Antialiasing and Transperancy
  247. Multiple Program Uniforms
  248. glVertexAttribDivisor and its index input
  249. Performance Issue
  250. using opengl to render video