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  1. glRasterPos problem - current position stays invalid
  2. Number of invocation of vertex shader
  3. acoustics library
  4. Early fragment culling using the stencil buffe
  5. Level Editor initialising incorrectly on Release builds (only sometimes!) (C++)
  6. Unable to attach separate stencil buffer to FBO (packed depth+stencil is fine)
  7. Precision loss using GL_RGBA33F texture.
  8. Edge texture filtering
  9. How to resolve integer multisampled texture attached to a framebuffer?
  10. help: copy default depthbuffer to texture; test in vertex shader
  11. memory leak? while creating simple textures
  12. reinterpreting/binding GL_DRAW_INDIRECT_BUFFER as GL_ATOMIC_COUNTER_BUFFER?
  13. Mix of mapping and OpenGL-ES 2.0 - Creating a scale bar- Java
  14. Transform Feedback with a VAO and a GS
  15. Shadow lookups in OpenGL 4
  16. Reusing FBO but now getting inverted textures
  17. Deferred renderer issue on AMD only
  18. Need help raycasting on fragment shader
  19. Mouse testing triangles in clip space
  20. Tunnel in the sky effect
  21. Separate Framebuffer blend settings are ignored.
  22. Reconstruct a 3D image
  23. GL didn't work in OSX, but in Windows
  24. Changing Lines to Quads?
  25. where glTexImage2D loading the image
  26. Drawing objects as per screen coords in OpenGL-ES 2.0
  27. Texture proxy vs just allocating it and check for OOM condition?
  28. Texture2DArray vs CubeMap
  29. A few issues with Shadow mapping & Deferred Shading
  30. OpenGL and OOD
  31. Inferior OpenGL performance in mapping uniform buffers
  32. Insight about bizarre performance behavior?
  33. Graphics card that supports accelerated offscreen rendering?
  34. How to debug
  35. "gl-streaming" - Lightweight OpenGL ES command streaming framework
  36. Non-standard error behavior in glClearBuffer* on OS X
  37. Rendering glass panes
  38. Disable write buffer "from the shader" ?
  39. Creating a white outline around text texture Open-ES 2.0
  40. How to render road name text
  41. Texture memory allocation
  42. Determine the points at the edge of surface defined by a set of arbitrary 3D points?
  43. Displaying Models
  44. Semi-transparent pixels on texture turning grey OpenGL-ES 2.0
  45. rendering acne...
  46. Sudden performance plummet
  47. Strange issue with additive blending of floating point texture framebuffer
  48. Help rotating spheres around a models axis
  49. Apple glEnableVertexAttribArray throws GL_INVALID_OPERATION
  50. glBindBufferRange hugely expensive
  51. Big question. How fixed function opengl ES 1 is emulated using ES 2
  52. Ray tracing for multiple surface ...
  53. rotation and mouse coordinates
  54. Transparent 3d Text mapped onto a polygon
  55. ATI: procedural drawing without any vertex data
  56. Path Tracer / Scanline hybrid
  57. Multiple FBOs or attachment swapping.
  58. About Multi-Thread in Win32 API
  59. orthograqhic view with depth function
  60. tagging occlluded primitives
  61. Most efficient way to store "material" properties geometry pass, to the light pass.
  62. Textures As Data Structures
  63. Converting a vertex program to GLSL
  64. Using compressed and non compressed mipmaps
  65. NPOT texture performance on ES 2.0
  66. glDrawArrays(GL_POINTS,...) only drawing a single point
  67. GLES 2 shader performance help
  68. Copying a SSBO Into Another SSBO
  69. How to read a texture array that is bound to FBO's color attachment
  70. How to use glDrawArrays() with VBO - Vertex Buffer Object to display .stl geometry
  71. How can I determine what is breaking SLI?
  72. Perofrmance issues reusing a large vertex buffer
  73. Resize Buffer Object from Transform Feedback Result. GL3 < GL 3.3
  74. Depth peeling and coplanar issue (z-fighting)
  75. Simple 3D triangle - OGL ES 2.0, nothing seems wrong, but No Output
  76. Is this a driver bug?
  77. OpenCL Error:E010:Irreducible ControlFlow Detected
  78. Optimal texture formats
  79. BPTC texture compression
  80. Writing to image2DArray not working
  81. OpenGL 4 - Can we still not specify a texture attachment index for blending
  82. Using TexStorage correctly or is this a bug?
  83. Framebuffer depth attachments
  84. Framenbuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
  85. Having trouble with multiple VBOs with TBO in geometry shader
  86. programming damages??
  87. Transform feedback and VAO + Indices
  88. GL_ARB_buffer_storage equivalent of AMD Pinned memory ?
  89. Shadow Mapping UV coordinates
  90. Fast GL_RGB upload to Texture : TBO ?
  91. glClipPlane() yes, but is there such a thing as glClipSphere() ?
  92. Transform feedback question
  93. Problem Rendering Shadow Map
  94. Smooth/think line rasterization in 3.2 core profile
  95. OpenGL 4.4 - glBindTextures
  96. VSM Lightbleedingreduction not working
  97. glDrawElementsInstanced + glVertexAttribDivisor + glPrimitiveRestartIndex crash
  98. ChoosePixelFormat DeadLock / SDL_CreateWindow gets stuck
  99. ATI/Intel switchable graphics?
  100. Spotlight and shadowmapping issues
  101. rotating large models
  102. Importing model colours into the game + Adding them to the object?
  103. samplerCube "stopped working" after driver reinstall on Radeon X550
  104. Creating objects in another thread
  105. NVPerfKit Simplified Experiments Problem
  106. can't get imageStore to work.
  107. GLU + opengl 3.3 core ... would it work together?
  108. Loading extensions from scratch, win32 & OpenGL
  109. Easiest way to render only one side of a cub map for debugging purposes
  110. glTexStorage* 'levels' param, and bad texture rendering.
  111. BlitFrameBuffer synchronisation
  112. Calculating inner walls for a hollow solid shape.
  113. Update GL_TEXTURE_BUFFER as PBO for texturing?
  114. Real-time 3D measurements: should I use an index buffer or not?
  115. Render to texture + GL_DEPTH_TEST = Black screen
  116. Performance problems with GL_MAP_PERSISTENT_BIT
  117. How to get shading with out supplying normals using glDrawElements.
  118. Pixel spacing in Ortho view
  119. RGBA32F texture compression ?
  120. Graphics w/o vertices/voxels, a new rendering system by Tcll5850
  121. rotating VBO about x,y axes
  122. [something fun] vector class, what do I need??
  123. Draw gluDisks according to longitude and latitude
  124. iPad texture loading differences (32-bit vs. 64-bit)
  125. Normalizing alpha values of lines in display list
  126. Linear Blend Skinning
  127. sampler2D limitations
  128. Screen-space bounds of an object
  129. having a problem with fonts and abusive transparency-layers
  130. Shader question in ES 2 iPad app
  131. Render performance to GBuffer
  132. model textures being redirected to font textures
  133. Multiple texcoord arrays=sure, multiple color streams?
  134. VBO Instancing - Attribute per Vertex per Instance
  135. Tiled frustum culling problems
  136. GPU Matrix Palette Skinning Tutorial for OgreXML files
  137. glTranslate( 0, 0, something ) ineffectual on VBO
  138. Rendering to memory bitmaps
  139. Integer Texture Filtering
  140. glDrawBuffer does not accept GL_COLOR_ATTACHMENT0 but glReadBuffer does?
  141. glDrawBuffer/glReadBuffer framebuffer state
  142. opengl on top of opengles
  143. Off screen particles rendering problems
  144. Enabling a vertex attrib array that the shader doesn't use.
  145. opengl dependent on handed-ness?
  146. How can i make far objects look fading or transparent?
  147. Difference in performance using glTexImage2D and glCompressedTexImage2D
  148. Deformable Surface
  149. Coordsys gizmo
  150. Billboarding on a single axis
  151. Problem with texture allocation
  152. Depth pre-pass: does OpenGL still execute fragment shader if color mask is GL_FALSE?
  153. Volumetric Fog Help
  154. Performance issues rendering a lot of different objects.
  155. Programmable Vertex Pulling with CORE mode?
  156. calculate zBuffer-accept wrong values
  157. rotate Image on openGL
  158. Mipmap generation fails second time
  159. Camera Position and rotate
  160. calculate Up Vector
  161. GL_TEXTURE_SPARSE_ARB on Nvidia
  162. opengl units- which units it contains?
  163. Calculate the Camera Transform
  164. Mirror in X
  165. Smudge Effect
  166. combining texture compression with palettes
  167. segFault on glGenFrambuffers. Very odd behavior
  168. Raytracer - Triangle Intersection + Normals
  169. Rendering to cube mipmaps
  170. canot read depth buffer
  171. Bad quality bloom
  172. Batching