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