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  1. Bit-Wise Shift
  2. opengl and transparency
  3. Video demonstrations of NV_path_rendering
  4. Gemoetry shader view frustum culling
  5. OpenGl es 1.x Mipmap question.
  6. Texcoord weirdness using ARB vertex program
  7. gl_FrontFacing
  8. ARB_transform_feedback3 only for points ...
  9. Radeon MemoryLeak on glBlitFramebufferEXT
  10. Instancing
  11. Pseudo-instancing: help needed with some code part
  12. camera/normal dot product and projection
  13. Coloring picking id out of render buffer?
  14. Point antialiasing and gl_PointSize
  15. wglCreateContexAttribsARB strange lasterror
  16. using GL_LINEAR_MIPMAP_LINEAR filter cause crash
  17. "Single-pass Wireframe Rendering" Problem
  18. Shared GL Context
  19. Uniform Buffer confusion
  20. demosaic and timestamp video
  21. FBO glClear not clearing the entire texture
  22. What are the limitations of FBO?
  23. Getting OpenGL to render in a specific raster
  24. Any tips when drawing translucent objects
  25. how to show the section plane of a 3D-object
  26. DSA on core profile contexts under nVidia
  27. Stencil when rendering to FBO
  28. Transform Feedback
  29. occlusion queries and framebuffer object
  30. How to remove material from Solids?
  31. OpenGL Uniform Buffer std140 layout, a driver bug?
  32. OpenGL an QT Eclipse
  33. off topic - Volume Rendering question
  34. NOPT texture on OpenGL 1.4
  35. BPTC for non-image data
  36. Map range flags / Buffer usage - Nvidia drivers
  37. Regarding pause/resume transform feedback api
  38. Depth-writes for back-facing polygons only
  39. Drawing parts of a VBO
  40. Asynchronous transfer between CPU and GPU
  41. PBO + ATI + compression -> exception
  42. FSAA application and device settings
  43. Shadows maps refinement
  44. glBlitFramebuffer & buffer write masks
  45. opengl slow(or fps limit) until start browser
  46. Interaction between libraries from a GLUT callback
  47. VBO problem, different in 2 applications
  48. Problems drawing my texture
  49. Shadow Mapping work on Intel but not Nvidia?
  50. glTexImage2D vs glTexImage1D
  51. vsync and fps
  52. Cg3.0 gp5gp profile no support for VIEWPORT_INDEX
  53. Texture format for a landclass texture
  54. Avoid glClear( GL_COLOR_BUFFER_BIT )?
  55. Zero-values in TBO
  56. Framebuffer Bind Problem
  57. VAO and Bindless
  58. problem with setting up intrinsic matrix
  59. nv: debug output performance messages
  60. From Screen Coordinate to OpenGL coordinate
  61. srgb Renderbuffer?
  62. How can i get the depth of Point(x,y)
  63. Local to World rotation angles.
  64. OSX GL3.2 and VAO
  65. standard C code to extract .spec info
  66. help visualising the contents of Integer textures
  67. Offscreen rendering without a window
  68. amd: no callstack with debug context
  69. lightmap textures with 3 ch. instead of 1? why?
  70. Strange rendering bug, please help me debug it :(
  71. Render to texture
  72. Gamma correct texturing scene: Suggestions?
  73. why no texture batch?
  74. multitexture as common lightmap fall all drawing?
  75. transfer the screen space back to clip space, how?
  76. Getting GLContext on a Tesla
  77. Render behind existing image
  78. Sharing display list with more than one context
  79. Sharing texture objects between multiple contextes
  80. How do bevel effects work?
  81. Creating vertice and index arrays for VBO
  82. sRGB doesn't work on FBO with attached depth
  83. OpenGL ES 2: length and normalize in iPad
  84. GUI for OpenGL graphics
  85. How is gl_TessCoord computed?
  86. Elegant handling of the up vector in glm::lookat
  87. Can the matrix be changed in the middle of a draw?
  88. Multithreaded OpenGL questions.
  89. OpenGL spec error for texture units ?
  90. Heat distortion with respect to the depth buffer
  91. Options for passing multiple textures to a shader
  92. problems with sharing depth buffer in FBO
  93. SkyBox in OpenGL
  94. Converting geometry for WebGL
  95. Mipmap errors on a Variance shadow map
  96. Cost of textureSize
  97. OpenGL context without using X11
  98. opengl alignment for 3d shapes
  99. streaming VBO and VAO
  100. Wrong values using image and image_load_store
  101. Tex coord shifting with fractional vertex pos.
  102. Shadow Volume
  103. attaching snorm texture to fbo
  104. premultiplication in FBO for anti-aliasing
  105. Render depth to texture issue
  106. Questions about speed
  107. Border of Alpha-Blended Textures get black
  108. color attachment to default framebuffer
  109. nvidia output_debug error 131185 ?
  110. Texture Buffer Object and texture cache
  111. Alpha to coverage: how does it actualy work?
  112. Rendering method
  113. glPrioritizeTextures, ...in practice
  114. GLSL bug?
  115. stencil routed k-buffer problem
  116. Tile troubles
  117. Instancing Problem
  118. Float textures Framebuffers GLSL color clamp to 1
  119. no depth information while picking objects
  120. Enabling the GPU for VBOs
  121. Performance problem with a small voxel engine
  122. GL_EXT_texture_filter_anisotropic
  123. Regarding mouse event handler,
  124. Clamping of depth buffer
  125. VBOs and material properties
  126. which is Best 3D model file to learn and use.
  127. FBO problem
  128. Java Port of www.arcsynthesis.org Hello, Triangle!
  129. choosing Core vs Compatibility contexts
  130. bindless graphics + glMapBufferRange
  131. Fast Sprites and VBOs
  132. glPushAttrib/glPopAttrib side effects?
  133. shadow texture lookup always returns 0
  134. Normal Map Filtering
  135. Regarding mapping multiple buffer objects
  136. Cel-Shading effect on BMP model textures?
  137. Toon shader with Texture. Can this be optimized?
  138. back face culling
  139. Multisample depth buffer precision issues
  140. Question concerning an ATI Depth Of Field paper
  141. flat shaded polygons (fe-mesh) with VBO ?
  142. Getting depth texture values in shader
  143. Regrding defrred rendring wth 2 shders [SOLVED]
  144. Splines and VBO ?
  145. EXT_occlusion_query_boolean on Android
  146. Rgarding CUDA+PBO slow down
  147. Problem with render to texture
  148. glUniform* with location = -1
  149. Accumulative motion blur at 30fps
  150. Feedback loop using FBO and texture, a valid case?
  151. Framebuffer not bliting depth buffer
  152. pbo update : refresh rate non constant
  153. OpenGL 3.x and vbo problem
  154. Material concept with uniform buffers?
  155. GL_NV_path_rendering missing from current glext.h
  156. VBOs and glDrawElements() with JOGL
  157. GL_EXT_depth_bounds_test
  158. cross-section
  159. orientation and direction
  160. Exceeding maximum total texture handles?
  161. Inconstant time with occlusion query inside FBO
  162. Moving object in 3D space
  163. Shadow Mapping - aliasing and merging
  164. about lights
  165. RayTraced Sphere Perspective issue.
  166. Slow shader compilation
  167. glReadPixel on Intel HD graphics
  168. GL_POINTS resize/rotate etc.
  169. Multiple thread using OpenGL
  170. Shadow Mapping - merging textures
  171. Photoshop to glcolor4f
  172. GLSL equivalent of glPolygonOffset
  173. 3d Animation import in opengl vc++
  174. coordinates
  175. Integer textures and integer samplers
  176. Perfs: using 1 vs. multiple samplerBuffer objects?
  177. How to delete a texture which is on a quad?
  178. glVertexAttribPointer - invalid operation [nVidia]
  179. Texure mapping anti-alias
  180. Problem in blend texture to draw translucent line
  181. camera,view matrix,scnen graph
  182. Core 4.2 and use of VertexAttrib{1234}{sfd}(...)
  183. Large bitmaps
  184. self downsampling multisample texture to classical
  185. Draw pixels to frame buffer
  186. how to load multi-texture 3ds
  187. projections
  188. Transformed colour model
  189. how to get VERTEX_ATTRIB_ARRAY_DIVISOR_ARB ?
  190. Using textures as render target
  191. FBO - shadow mapping
  192. Facial Expression Animation Projec : compile error
  193. Shadow plane/matrix woes (webGL presentation inc.)
  194. can i develop API's for Vxworks
  195. Open GL source code for APIs
  196. ARGH, can't create a non 4.2 context on AMD driver
  197. Uniform arrays in OpenGLES
  198. Regarding per-vtx normal in geometry shader
  199. Platform dependent parts of open GL API
  200. Vxworks+open GL
  201. wglMakeCurrent returning ERROR_BUSY #2
  202. OpenGL and OpenCL running simultaneously
  203. Using IBO offset causing crash with OpenGLES 1.1
  204. glPatchParameteri in core profile?
  205. glUniform...what is it really doing?
  206. Using the stencil buffer..
  207. sRGB and normals
  208. Stencil buffer artifacts
  209. c++ terrain loops
  210. Particle Plane Collision
  211. Tessellation shaders and compatible hardware
  212. Vertices not always being clipped to view frustum
  213. Texture Sprite giving Depth Test Artifacts
  214. "Region" attributes in a VBO
  215. 3D graphics supporting APIs
  216. Transform Feedback, different source target ranges
  217. 3D vertex animation thru mpg like playback anyone?
  218. VAOs and GL_ARRAY_BUFFER binding
  219. Manual bilinear PCF seams on AMD
  220. fbo gltranslate
  221. shadow question
  222. TexFetch and texture coordinates
  223. using program binaries for shader cache
  224. Mesh Merging
  225. Framebuffer copy issue when using FBO objects
  226. Performance improvement
  227. depth texture modification
  228. Reference docs on Wiki
  229. order of translations/rotations
  230. hittest / glupickmatrix / selectionbuffer
  231. Shadow Mapping work on Nvidia but not on Intel?
  232. Core requires more streamlined assets
  233. glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW
  234. Shadow Mapping and MultiTexture problem!
  235. glRasterPos is slower on QT4.8 than QT3.3.6
  236. Prob. with uniform buf. and shader binaries in ATi
  237. Problem with GLSL control flow on ATi
  238. DevIL screenshot
  239. glMultiDrawElements + VBO
  240. Large meshes drawing slowly
  241. Implementing a Dynamic Shader System
  242. Viewport scaling problem
  243. problem with loading HDR image using pbrt
  244. Depth output from another POV
  245. Transform feedback issue
  246. glUnmapBuffer while keeping glMapBuffer memory val
  247. Question about the "atomic counters"
  248. Pooling PBOs?
  249. nv: debug output Buffer Object state -> low perf.
  250. VBO performance drop with newest drivers/hardware