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  1. rotation
  2. Geometry Shader Output Limits
  3. Query linear sampling support(PCF, float tex)
  4. OpenGL accumulation buffer
  5. Trying in vain to get a VBO implementation working
  6. All points inside polygon using rasterization
  7. glGetString fails.... but not always
  8. Layered Cube Map Rendering - only one face written
  9. Nearest texture filtering tiled texture
  10. blending
  11. Alpha Blending
  12. VBO Usage for spherical quadtree-tiled terrain
  13. how to create an attribute array for primitves
  14. Capture OpenGL stream
  15. Moving A Ship Rotation Problem
  16. Regarding performance comparison (R2VB vs TF)
  17. QGLViewer - Depthbuffer z distance
  18. Vertex Operations- efficiency
  19. glDisableVertexAttribArray not working?
  20. Improve performance: Render 100000+ objects
  21. Texture disappears!
  22. Colorblending
  23. Tessellation Evaluation Layout Primitive Ordering
  24. Rotation around 3 axis'
  25. glScale3f but on a GLSL vertex shader?
  26. Ensure swapbuffer at every vsync?
  27. Importing IGES Object Files
  28. OpenGL with networks/sockets
  29. Rotate object on absolute axes, the order matters
  30. OpenGL / Direct3D projection matrices
  31. Dynamic No of Out Vertices Tessellation Control
  32. I'm really trying hard to learn GLSL
  33. Shadow filtering: PCF better than VSM?
  34. Geforce 680GTX and bindless textures, OpenGL ext?
  35. Query Format of Image Uniforms?
  36. News : Nvidia deeply unhappy with TSMC
  37. Shader uniform buffer and glFlush problem.
  38. Rendering High Order Bezier Patches
  39. Need to implement light beams under water
  40. Radial/Equirectangular environment mapping
  41. Problems Rendering Vertex Buffer Objects
  42. Radiosity with OpenGL
  43. Fast Way to Clear a Texture
  44. Trying to translate a specific vertex help! :(
  45. Obtaining z and angle of incidence
  46. drawing/moving constantly in a for loop?
  47. Can shader read from target framebuffer?
  48. [SOLVED] GLSL subroutine unselectable
  49. shared depth buffer
  50. How to create a flash game using OpenGL with C++
  51. Painting a models texture from a 3d model
  52. GL_ARB_multisample
  53. OpenGL 3.x: perspective projection problem
  54. WGL_ARB_multisample
  55. Stitching adjacent meshes
  56. PolygonOffset state and the depth test
  57. Deferred Lighting Headache OpenGL + NvidiaCG
  58. Nvidia Bindless and glVertexAttribDivisor
  59. Free AUX_RGBImageRec ressource impossible
  60. Out of memory problem
  61. C++ opengl sfml obj loader help
  62. alpha blending of multiple render targets
  63. FBO issue: glViewport set, only draws one part
  64. XIO error on NVIDIA Quadro FX 3800 with OpenGL
  65. OpenGL: Draw a depth texture to depth buffer
  66. Request all API list of OpenGL 1.3 Specification
  67. loading md2 model dll
  68. Adequate option for painting app
  69. [solved] textureSize with GL_LINEAR_MIPMAP_LINEAR
  70. Problem with texture arrays
  71. RTT, FBOs and Multisampling
  72. Do OpenGL and CUDA/OpenCL run in parallel?
  73. Fastest solution to compute normal
  74. uploading a texture from a different thread
  75. Being told when glBufferData is effectively complete?
  76. Several Textures applied to 1 Vertex Buffer Object
  77. OpenGl Texture unit problem
  78. Volumetric lighting using Shadow volumes
  79. Supported OpenGL internalformats
  80. System memory use of client side vertex arrays and VBOs
  81. SDK API ref pages down much of the time
  82. Spherical texture coords along the axis
  83. Performance of FBOs in various situations.
  84. What is the 3rd "vector" in the arguments of LookAt?
  85. New challenge!, inverse transpose matrix under GLSL 120... !!!
  86. Performance advise for OpenGL 4+ ?
  87. render only non-black pixels
  88. Problem with HDR rendering
  89. Limit of 32 samplers in GLSL shaders
  90. API about glVertexP{n}uiv(GL_INT_2_10_10_10, const int *value)
  91. OPENGL Blending function - replacing colors slowly in a layering manner
  92. maze using openGl C#
  93. Texture arrays and framebuffer objects
  94. Shadow Volume problem
  95. Concurrent buffer data store creation and drawing in OpenGL 3.3
  96. Teaching OpenGL
  97. Multisampled FBO problem
  98. selectively write to one target with multi-render tagets
  99. misterious crash when attaching mipmapped texture to FBO (ATI only)
  100. Should geometry shader preserve primitive order or am I just lucky?
  101. 2 different projection matricies
  102. Nested loop in GLSL causes driver crash.
  103. Skeletal animation -- good test cases?
  104. virtual object occluded by real object
  105. What ever happened to 16bit float pbuffers?
  106. retrieve multisample texture content in buffer object?
  107. ARB_texture_storage
  108. OpenCL interop performance
  109. Outline with GLSL ?
  110. How Do I Convert Mouse Position Cordinates to OpenGL cordinates?
  111. glTexImage2D PBO Uploads take a lot of CPU time?
  112. Pick Selection Editing by Points and Lines
  113. Several 'fixed' FBOs vs. one FBO with frequently reattached textures?
  114. distance-field texture magnification algorithm
  115. glPrimitiveRestartIndex()
  116. The role of a Assembler in the driver
  117. Can't read pixels from multisampled FBO.
  118. Need Suggestions How to load the .3DS file+ .jpg image in opengl
  119. nVidia : input-dependent texelFetch in multisample texture always retrieve sample 0
  120. Packed Vertex Data Formats
  121. How to get vertexes from OpenGL
  122. ARB_vertex_array_object and display lists
  123. GL_EXT_transform_feedback + lod selection + frustum culling = slow
  124. Oblique vs Standard projection matrix
  125. glDrawBuffers(N, {GL_NONE, GL_COLOR_ATTACHMENT...}
  126. IOS shadowmapping
  127. How to back-Culling in wireframe mode between meshes?
  128. Combining Points into one VBO
  129. Failed usage of GL_COMPRESSED_RGB
  130. transform feedback + glDrawElementsInstanced
  131. PBO causing OpenGL out of memory warnings
  132. Uniform Buffer Object Performance
  133. tbb and opengl scenegraph
  134. Changing default OpenGL color interpolation
  135. With newer hardware is there any way to make the whole OGL stack double precision?
  136. Only getting one pixel of a texture [Windows]
  137. ARB_instanced_arrays + ARB_vertex_array_object
  138. Texturing a terrain (texture splatting?)
  139. Problwm with UBO and glBindBufferBase
  140. How to load 30 BMP frames to device ?
  141. Anti-aliasing with fragment shaders and textures
  142. Having trouble with imageBuffers
  143. Multisample & glCopyTexSubImage2D
  144. Drawing to multiple windows
  145. how to merge to images to one image?
  146. context sharing and synchronization
  147. Tangent space calculation at UVs bounds
  148. How to load a 3Ds max file or how to import a 3DS max into opengl
  149. Introducing Regal...
  150. How to load a 3Ds max file or how to import a 3DS max into opengl
  151. Rendering similar camera views in one go
  152. glVertex3f(x,y,z) internal function
  153. About "alpha test"
  154. Fullscreen quad invoking fragment shader twice along triangle seam?
  155. Interesting discoveries about 4.3
  156. GL_ARB_instanced_arrays slower than glLoadMatrixf
  157. Write to gl_FragDepth with early_fragment_tests
  158. FBO Textures
  159. Stencil buffer problem
  160. Data Transfer, comparing efficiency
  161. Ray Casting and Rotating
  162. How to clear part of texture buffer
  163. Multiple Texture Arrays
  164. FrameBuffer mixing with BackBuffer
  165. non power of two texture mipmaps
  166. Relief mapping artifact
  167. OpenGL sampler2D as argument into subroutine method causes error
  168. GL_FIXED documentation
  169. Draw order for a game renderer
  170. glDrawElements() blocking in CPU - takes 5ms to return
  171. Selective additive blending?
  172. robust ARB_debug_output example?
  173. FBO Creating: Why always incomplete read buffer?
  174. Texture Mapping
  175. Sample Independent Blending onto Multisampled Framebuffer
  176. Scale and rotate video feed
  177. Counting Fragments w\ Occlusion Query & Atomics
  178. synchronizing opengl with multiple threads
  179. Convert to HLSL clip-space as a last step in vertex shader?
  180. Help compile a list of reasons for rendering failure
  181. Improper rendering with strange shading or what..?
  182. Adjusting vsync through code and general vsync question
  183. Some multithreading questions
  184. About VSync
  185. Fast Stencil Light Volumes for Deferred Shading
  186. the precision issue in 16 bit Z-Buffer
  187. Shader Storage Buffers and atomic_uint
  188. vsync on secondary display
  189. AMD: glGenerateMipmap weirdnesses
  190. Dynamically generating buffers during runtime
  191. Fontmaps
  192. GL_ARB_Debug_Output - what do you need ?
  193. [Education] Proposal for the advanced graphics course
  194. 1px line using triangles
  195. How to display true 10-bit color
  196. 3D screen precision of OpenGL
  197. How to save mesh results got in opengl to New York University file format (.m) ?
  198. Using same VAO for different passes (performance)
  199. Hardware-specific: vertex_attrib_64-bit and double-resources
  200. Interest in specialized GL function loader.
  201. Drawing without attrib array enabled gets "optimized out" by AMD driver?
  202. Rigid Body Physics (OpenGL)
  203. gluUnProject without glReadpixels
  204. Deferred Rendering: Depth-of-Field Blur
  205. projective texture mapping and shadow mapping
  206. GL_POLYGON_MODE missing from glcorearb.h?
  207. inconsistent alpha values in multisampled buffer
  208. sized array of float as parameter to nvidia cg shader
  209. Intel HD graphics mutlisampling problem (bug?)
  210. Linear Fog and glFrustum
  211. Number of invocation of vertex shader
  212. NPOT texture allocating problem
  213. GPU-based volume raycasting
  214. Boundary representation
  215. About tessellation shaders
  216. Multithreaded Issue Rendering To Multiple Windows That Have The Same Pixel Format
  217. Implementing clipping in 3D Space
  218. Large vertex buffer and out-of-memory error
  219. glDepthRange (4.2+) vs. glDepthRangedNV
  220. Problem in Texture Render to a box
  221. Image variable capabilities in modern GL hardware
  222. Attaching texture to framebuffer for reading causes slow rendering later
  223. Display lists and Texture
  224. Alt + Tab not working with my OpenGL app
  225. Question about automatically choosing current OpenGL window
  226. VBO Problems
  227. Android OpenGL ES 2.0 Out of memory error!
  228. on android 2.3 ,how can I ensure the higher resolution while enlarging a 3D object?
  229. transform feedback
  230. MAX_VIEWPORT_DIMS problem
  231. specifying samplers in shader
  232. Image Load/Store: barrier() and memoryBarrier()
  233. lenticular virtual image
  234. find the location of texture uniform
  235. transform feedback using attribute locations
  236. GL_LUMINANCE and pbo : slow !
  237. How to draw a line between GL_NEAREST 1D texture colors ?
  238. combining Z-buffers
  239. Shared context and multi-threading
  240. need help
  241. Urgent help needed!!
  242. Generating indices for a triangle grid
  243. ssbo/image load store woes
  244. Vertices with different attributes and Array-objects
  245. Interpolation functions
  246. Updating dynamic vertex buffer (frequently)
  247. Draw call reordering
  248. Frame time increases significantly after exactly 30 seconds
  249. atomic counter buffer mapping
  250. Texture distortion