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  1. Level Editor initialising incorrectly on Release builds (only sometimes!) (C++)
  2. Unable to attach separate stencil buffer to FBO (packed depth+stencil is fine)
  3. Precision loss using GL_RGBA33F texture.
  4. Edge texture filtering
  5. How to resolve integer multisampled texture attached to a framebuffer?
  6. help: copy default depthbuffer to texture; test in vertex shader
  7. memory leak? while creating simple textures
  8. reinterpreting/binding GL_DRAW_INDIRECT_BUFFER as GL_ATOMIC_COUNTER_BUFFER?
  9. Mix of mapping and OpenGL-ES 2.0 - Creating a scale bar- Java
  10. Transform Feedback with a VAO and a GS
  11. Shadow lookups in OpenGL 4
  12. Reusing FBO but now getting inverted textures
  13. Deferred renderer issue on AMD only
  14. Need help raycasting on fragment shader
  15. Mouse testing triangles in clip space
  16. Tunnel in the sky effect
  17. Separate Framebuffer blend settings are ignored.
  18. Reconstruct a 3D image
  19. GL didn't work in OSX, but in Windows
  20. Changing Lines to Quads?
  21. where glTexImage2D loading the image
  22. Drawing objects as per screen coords in OpenGL-ES 2.0
  23. Texture proxy vs just allocating it and check for OOM condition?
  24. Texture2DArray vs CubeMap
  25. A few issues with Shadow mapping & Deferred Shading
  26. OpenGL and OOD
  27. Inferior OpenGL performance in mapping uniform buffers
  28. Insight about bizarre performance behavior?
  29. Graphics card that supports accelerated offscreen rendering?
  30. How to debug
  31. "gl-streaming" - Lightweight OpenGL ES command streaming framework
  32. Non-standard error behavior in glClearBuffer* on OS X
  33. Rendering glass panes
  34. Disable write buffer "from the shader" ?
  35. Creating a white outline around text texture Open-ES 2.0
  36. How to render road name text
  37. Texture memory allocation
  38. Determine the points at the edge of surface defined by a set of arbitrary 3D points?
  39. Displaying Models
  40. Semi-transparent pixels on texture turning grey OpenGL-ES 2.0
  41. rendering acne...
  42. Sudden performance plummet
  43. Strange issue with additive blending of floating point texture framebuffer
  44. Help rotating spheres around a models axis
  45. Apple glEnableVertexAttribArray throws GL_INVALID_OPERATION
  46. glBindBufferRange hugely expensive
  47. Big question. How fixed function opengl ES 1 is emulated using ES 2
  48. Ray tracing for multiple surface ...
  49. rotation and mouse coordinates
  50. Transparent 3d Text mapped onto a polygon
  51. ATI: procedural drawing without any vertex data
  52. Path Tracer / Scanline hybrid
  53. Multiple FBOs or attachment swapping.
  54. About Multi-Thread in Win32 API
  55. orthograqhic view with depth function
  56. tagging occlluded primitives
  57. Most efficient way to store "material" properties geometry pass, to the light pass.
  58. Textures As Data Structures
  59. Converting a vertex program to GLSL
  60. Using compressed and non compressed mipmaps
  61. NPOT texture performance on ES 2.0
  62. glDrawArrays(GL_POINTS,...) only drawing a single point
  63. GLES 2 shader performance help
  64. Copying a SSBO Into Another SSBO
  65. How to read a texture array that is bound to FBO's color attachment
  66. How to use glDrawArrays() with VBO - Vertex Buffer Object to display .stl geometry
  67. How can I determine what is breaking SLI?
  68. Perofrmance issues reusing a large vertex buffer
  69. Resize Buffer Object from Transform Feedback Result. GL3 < GL 3.3
  70. Depth peeling and coplanar issue (z-fighting)
  71. Simple 3D triangle - OGL ES 2.0, nothing seems wrong, but No Output
  72. Is this a driver bug?
  73. OpenCL Error:E010:Irreducible ControlFlow Detected
  74. Optimal texture formats
  75. BPTC texture compression
  76. Writing to image2DArray not working
  77. OpenGL 4 - Can we still not specify a texture attachment index for blending
  78. Using TexStorage correctly or is this a bug?
  79. Framebuffer depth attachments
  80. Framenbuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
  81. Having trouble with multiple VBOs with TBO in geometry shader
  82. programming damages??
  83. Transform feedback and VAO + Indices
  84. GL_ARB_buffer_storage equivalent of AMD Pinned memory ?
  85. Shadow Mapping UV coordinates
  86. Fast GL_RGB upload to Texture : TBO ?
  87. glClipPlane() yes, but is there such a thing as glClipSphere() ?
  88. Transform feedback question
  89. Problem Rendering Shadow Map
  90. Smooth/think line rasterization in 3.2 core profile
  91. OpenGL 4.4 - glBindTextures
  92. VSM Lightbleedingreduction not working
  93. glDrawElementsInstanced + glVertexAttribDivisor + glPrimitiveRestartIndex crash
  94. ChoosePixelFormat DeadLock / SDL_CreateWindow gets stuck
  95. ATI/Intel switchable graphics?
  96. Spotlight and shadowmapping issues
  97. rotating large models
  98. Importing model colours into the game + Adding them to the object?
  99. samplerCube "stopped working" after driver reinstall on Radeon X550
  100. Creating objects in another thread
  101. NVPerfKit Simplified Experiments Problem
  102. can't get imageStore to work.
  103. GLU + opengl 3.3 core ... would it work together?
  104. Loading extensions from scratch, win32 & OpenGL
  105. Easiest way to render only one side of a cub map for debugging purposes
  106. glTexStorage* 'levels' param, and bad texture rendering.
  107. BlitFrameBuffer synchronisation
  108. Calculating inner walls for a hollow solid shape.
  109. Update GL_TEXTURE_BUFFER as PBO for texturing?
  110. Real-time 3D measurements: should I use an index buffer or not?
  111. Render to texture + GL_DEPTH_TEST = Black screen
  112. Performance problems with GL_MAP_PERSISTENT_BIT
  113. How to get shading with out supplying normals using glDrawElements.
  114. Pixel spacing in Ortho view
  115. RGBA32F texture compression ?
  116. Graphics w/o vertices/voxels, a new rendering system by Tcll5850
  117. rotating VBO about x,y axes
  118. [something fun] vector class, what do I need??
  119. Draw gluDisks according to longitude and latitude
  120. iPad texture loading differences (32-bit vs. 64-bit)
  121. Normalizing alpha values of lines in display list
  122. Linear Blend Skinning
  123. sampler2D limitations
  124. Screen-space bounds of an object
  125. having a problem with fonts and abusive transparency-layers
  126. Shader question in ES 2 iPad app
  127. Render performance to GBuffer
  128. model textures being redirected to font textures
  129. Multiple texcoord arrays=sure, multiple color streams?
  130. VBO Instancing - Attribute per Vertex per Instance
  131. Tiled frustum culling problems
  132. GPU Matrix Palette Skinning Tutorial for OgreXML files
  133. glTranslate( 0, 0, something ) ineffectual on VBO
  134. Rendering to memory bitmaps
  135. Integer Texture Filtering
  136. glDrawBuffer does not accept GL_COLOR_ATTACHMENT0 but glReadBuffer does?
  137. glDrawBuffer/glReadBuffer framebuffer state
  138. opengl on top of opengles
  139. Off screen particles rendering problems
  140. Enabling a vertex attrib array that the shader doesn't use.
  141. opengl dependent on handed-ness?
  142. How can i make far objects look fading or transparent?
  143. Difference in performance using glTexImage2D and glCompressedTexImage2D
  144. Deformable Surface
  145. Coordsys gizmo
  146. Billboarding on a single axis
  147. Problem with texture allocation
  148. Depth pre-pass: does OpenGL still execute fragment shader if color mask is GL_FALSE?
  149. Volumetric Fog Help
  150. Performance issues rendering a lot of different objects.
  151. Programmable Vertex Pulling with CORE mode?
  152. calculate zBuffer-accept wrong values
  153. rotate Image on openGL
  154. Mipmap generation fails second time
  155. Camera Position and rotate
  156. calculate Up Vector
  157. GL_TEXTURE_SPARSE_ARB on Nvidia
  158. opengl units- which units it contains?
  159. Calculate the Camera Transform
  160. Mirror in X
  161. Smudge Effect
  162. combining texture compression with palettes
  163. segFault on glGenFrambuffers. Very odd behavior
  164. Raytracer - Triangle Intersection + Normals
  165. Rendering to cube mipmaps
  166. canot read depth buffer
  167. Bad quality bloom
  168. Batching
  169. std140 layout
  170. glMapBufferRange() ...dynamic drawing?
  171. glDispatchCompute calling overhead
  172. geometry-shader .. just, how slow?
  173. Drawing 3D curve with varying width
  174. Identifying a specific vertex
  175. glFramebufferTexture2D mipLevel problem
  176. glMapBuffer time reduction
  177. need help with Assignment operator for big object class when deleting
  178. OpenGL pipeline stall with CUDA
  179. Shadow cube map: Comparing the depth value
  180. Mutipass Shader problem
  181. Multipass Shader thought Process
  182. Question about color texturing‏
  183. GL_TEXTURE_2D_MULTISAMPLE with 1 sample vs. GL_TEXTURE_2D
  184. Why use Transform feedback?
  185. How to blend multiple overlayed transparent polygons as a "single block" ?
  186. cannot locate suitable resource to bind parameter
  187. Why does 2D ortho textured geometry wrap into 3D space crossing 0,0 (top-left)?
  188. ComputeShader atomicCounter Performance issue
  189. Are two OpenGL contexts still necessary for concurrent copy and render?
  190. Small light source aliasing
  191. Upload a model to opengl
  192. What could be causing GL_INVALID_OPERATION error on glTexSubImage2D call? (OpenGL ES)
  193. Accumulating min/max bounds with transform feedback?
  194. BMP Image Texture Mapping
  195. rendering a scene graph with a constant number of draw calls
  196. Uniform Buffer Object Sharing
  197. Using FBO for simulation (reading from many texels, writing to a current texel)
  198. Shadow cube map: glPolygonOffset does not help?
  199. Geom shader clipping issue - need help
  200. OpenGl rendreing engine failed to initilze(urgent)
  201. Strange error with FBO depth buffers
  202. Is blending of multiple light sources for translucent objects noncommutative?
  203. PBO: mapped memory and OpenMP
  204. Question regarding the compatibility of multiple color attachments
  205. Run openGL from remote computer
  206. Uniform Buffer Object Performance
  207. Issues sampling position from depth buffer for SSAO shader (source code included)
  208. Rendering around camera or level based
  209. Nearest-Depth Upsampling
  210. VAO in GL4.x?
  211. accessing a specific mip level in OpenGL ES 2.0
  212. questions about triangle_strip
  213. How to create a 2D coordinate system?
  214. About interactive control a circle mesh
  215. Performance problem PBO + glCompressedTexSubImage3D + Texture Array
  216. Know if draw call has finished
  217. passing data, the indicesbuffer, vectors & runtime-error
  218. run OPENGL -ourgent
  219. Static Mesh and Dynamic mesh
  220. Bindless TexImage/TexSubImage?
  221. PyOpenGL/OpenGL Generating Particle Webs/ Cosmic NBodys
  222. FBO, Depth texture and Frustum
  223. glutDewstroyWindow cleanup
  224. Open
  225. Bouncing lights problem during animation
  226. Graphics disappear under certain geometries.
  227. Offsetting Buffer with NVIDIA GPU Address in atomic functions - Linkage fail
  228. linear filtering not working for variance shadow mapping
  229. Converting to and from color space in GLSL only works for few colors
  230. Chunked LoD cracks
  231. VAO framerate issues
  232. Bad multi GPU performance scaling
  233. gl_VertexID and *BaseVertex
  234. 2 questions: VAO and geometry shaders
  235. Shadow Map field of view
  236. Multiple windows
  237. GLTypes header
  238. Terrain elevation using opengl
  239. Obtaining backbuffer of entire monitor
  240. Dual paraboloid map issues.
  241. FBOs and Viewports
  242. Multiple frames blending
  243. Load a Texture With SDL
  244. Separate VBO and BaseVertex
  245. glTexturePageCommitmentEXT problem
  246. MSAA black edge jaggies similiar to pre-multiplied texture
  247. Trying to create skybox in OpenGL ES 2.0 on Android using NDK, getting Black Screen
  248. Good opensource bptc encoder
  249. Attaching a single cubemap from a cubemap array as a FBO
  250. how to alternate 2 VBOs inside one VAO