- Draw Plane with Plane Equation
- Quaternion question
- Triangle-Triangle intersection
- Polygon offset parameter
- Const velocity movement along bezier curves
- clipping
- Need Tangent
- Quad rotation
- how to join some points?
- bresenham line drawing
- Problem skinning very far from the origin (solved)
- How can I draw an arrow between 2 points?
- Polygon Merge Algorithm
- Simulation Flow by VC++. Who 's care ?
- epsilon requirements
- public open software requirements?
- Math “expert” wanted… Algorithm for finding line of two crossing areas
- Modelview matrix to position+pan/tilt/roll
- FPS camera twist problem
- Interactive 3D rendering
- Squares on Sphere
- Rendering 3D objects in 2D
- please help me with this equation
- contours and smoothing
- half sphere
- openGL program to a movie
- How to calculate minification ratio
- NURBS surface patch Tesselations
- What's the algorithm used by gluTesslation?
- Problems with Arbitary Rotation about a Point
- Quadratic Surface of Best Fit
- Screen coordinates
- rendering the overlapped geometry of objects
- rendering the overlapped geometry of objects
- Getting the normal of a plane
- Depth buffer resolution
- pointAt function
- calculating a plane perpendicular to the view vector
- Perspective Transformation for large plane
- RE: Surface smoothing math.
- Rendering 3D models. data and math?
- Arbitrary move
- non-linear stereoscopic rendering
- Rotating a point in space
- z buffer formula
- algorithm on calculating point to line distance
- Right handed CS
- find a point with constraint --URGENT--
- BSP trees
- converting matrices from right-handed to left-handed
- about counter(or not) clockwise oriented triangles
- negative Z values
- lasso selection
- Rotate 3DS models
- Align vector?
- glOrtho coordinates issue
- intrinsic camera parameters
- Rotating airplane
- collision detection with BSP trees
- Surface smoothing
- Rotation problem
- Extremely quick question :)
- switching between Perspective and Orthographic
- best intersection algorithm for 2 D
- more than 3-dimension graphics
- math-to-OpenGL guide
- Matrix Problems
- OpenGL + Math Book
- Prj Matrix
- Anti Aliasing
- Inverse Kinematics
- floating type accuracy in opengl
- Re: casino roulette ball bouncing math?
- Load DFF Model Files
- catmull rom spline
- Plane Control
- Normals matrix
- Angles from direction
- substraction
- HOWTO: determine latitude/longtitude on a displayed sphere?...
- HOWTO:Calculating the plane normal vector from a triangle;given: it's 3 vertices
- problem with vtk openGL windows
- Non-Convex polygons
- Please help me!!
- plot a function
- generating sectors from geometry and portals
- what are the polygon mesh grip?
- Visualization of a voxel-based translucid structure.
- delta time for animation
- Help needed to control the frame rate
- matrix C library
- math problem
- Which graphics card to get to get started in doing math on GPUs
- how to do model clothing
- Need help with math algorithm for glransaltef
- Utilising GPU for calculations
- Any method to get the angle?
- parallel Line to the view
- Gimbal lock while orbiting camera around interest point
- Quaternion for camera, direction problem
- Projection of a 3d vector on a plane
- Quaternion-based Camera; PointAt() function
- slow in slow out function
- class's pointer to its own adress ?
- 3D volume rendering
- Collision detection in flight simulators
- Confuzed. Per vertex normals,tangents and binormals for smooth rendering
- how to realize Z-buffer algorithm with C/C++ no on top of opengl?
- am i doing this right??
- Looking for papers / explanation of advanced texturing
- Transformations
- T-Junctions in Octrees
- distance 'n' angles to coord
- OpenGL spec - ref man mismatch?
- Algorithem for DXT3 or DXT5 texture compression.
- Multiple plot in the same window
- AirCraft Modeling
- 3D Texture Mapping in hardware
- glu tessellator algorithm
- Rendering polynomial surfaces in OpenGL
- Ray Tracing Bezier Surfaces
- 3d point sits on a 3d line?
- Rquire references for lighting information
- finding the bounding triangle
- Perspective projection behind the viewer? (Solved)
- where did i click?
- generate dynamic triangles
- I'm having Problems w/ my Normalizing Cube map..
- local rotation - manipulation tool
- heat distortion and rendering order
- simple 2d boolean operation
- Graphic Algorithms for Wireframe
- Random point from triangle
- Connecting outer angles to polygon shape
- moving the camera using spherical coordinates
- basic octree techniques
- mapping coords
- bezier curve problem
- luminance question
- Problem with Z buffer
- Algorithm to build a surface out of points
- Collisions in car simulation
- Pretty texture coord calculation
- mapping lighting area with camera view area
- terrain
- SSE Math Library (ACML)
- opinion needed, Collision detection and response
- problem with rotation along rotated normals
- New to openGL, transformations help needed
- n lists?
- Ray Tracing
- Reconstruction of 3D Scene from photographies
- matrix transformation of vertex
- question about perspective matrix
- Ray - cylinder intersection
- Rectangular coordinates->rotation angles
- strings and chars
- Lagrange curves
- Transforms
- how to construct a 3d environment from a 2d map
- AI - for capturing someone
- gluLookAt() and Rotation
- How to use BSpline to simulate a circle or arc
- matrices...
- Ship Movement
- A problem of Frustom
- How to calculate a particular transformation matrix?
- nurbs from scratch in general
- A problem of Implementation
- A Plane Crashes Into a Mesh..
- 3d texture
- good normals but no lighting when i display the meshes
- 3d texture
- coordinate of 3d texture
- When do 2 ellipsoids collide?
- Distance between camera and objects
- glhlib
- .3ds loader and transformation matrix for lighting computation
- Implementing a 3d API
- nurbs sampling directly on the last knot
- Manipulating matrix, and changing rows and columns
- tranformation matrix of .3ds files (not resolved)
- oiiii, solving nurbs surface normals options
- Understanding the camera
- 3d tesseral addresses
- question about a simple matrix multiplication
- RGBA formula
- ModelView matrix manipulation
- morphing surfaces...
- How can I use openGl to Marching Cubes?
- Problem understanding the edge list generating algorithm
- It's possible to render OpenGL in VB6 math equations or so?
- Collision detection - getting stuck on corners
- About projection and clipping
- a problem of volume rendering using 3d texture
- A problem about glrotate() and matrix.
- glRotate and glTransform Camera
- Curve max/min point
- quads? triangles? glvertex4f?? glvertex3f??
- How to Calculate Polygon Normal?
- About MarchingCubes
- Finding bounding cone for spot light
- Sorting & Transformation
- Ray - cone intersection
- Nurbs fitting with length restriction
- Help with Bullets
- nurbs
- intersection
- Math 'tutorials' ?
- Tangent-Space to World-Space
- matrix rotations (vector rotation around an arbitrary axis, y = 0)
- Circular collision detection
- collision code: sector test
- How to determine if 3 vertices are in line?
- pentagon Coordinats
- Collision detection: the beginning
- Shot tracing
- Finding a polygon out of several points
- How to use newton-raphson to solve 1/a in fixed point
- Rotations in 2 different coordinate systems
- Retrieving a direction vector from the modelview matrix
- Analytically computing normals for volumes
- problem with distance from plane algorithm
- problem of lighting with .3ds files
- How to Calculate normal?
- Clever way to transform plane by matrix
- Interpolation
- How can I find the area of a 3D triangle?
- How can I find the 2D bounding rect of some triangles?
- adding homogeneous coordinates is too easy?
- Transformation from a unit cube to the frustum in world-space
- got some problems with my camera class
- construct a bounding rectangle
- math and openGL
- How to find the angle here?
- strafe? ? ?
- Fractal Interpolation
- Creating an area following a given path
- Point of intersection inside 3D triangle?
- Finding intersection between two components displayed
- Circle - Circle Collision
- Volume Ray Casting Emissive plus Absorption
- need help to understand maths of parallax bump mapping
- How to draw practically any poly from verts????
- How to draw practically any poly from verts????
- how calculate tangent and binormal for tangent space ?
- Roll Stabilized Camera w/Quaternion
- Testing a pathfinder...
- optimal triangulation
- renderText