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