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