PDA

View Full Version : Advanced Coding



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 [68] 69 70 71

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