- Texture mapping on a Cube
- wrapping texture coordinates
- Some Simple Questions about Matrix
- Some clarification about glMultMatrixd
- Questions About Zooming and Scaling
- Gimbal Angles and quaternion
- Noob + textures = fail...
- floats and GL problem
- Homogenous, Normalized Device Coords and clipping
- iPhone and occlusion culling.
- Sliding a Point along an arbitrary vector
- Tangent and Binormal vectors without tex coords
- Triangle rasterization algorithms
- vertex update along normal vector...
- How to know if point is inside a volume?
- Help me with this(Occlusion culling out door)
- What is the next step? (Optimization)
- Drawing a Cubic Bezier using Shaders or OpenCL?
- Extract view frutum planes from view matrix
- How can I generate a surface using closed curves?
- Calculate scale to fill viewport
- Tessallation algorithm
- Culling(Partially outside)
- Sharpening normals along one edge only
- A Simple Question about Projection
- Polygon line algorithm
- Easy camera positioning to quaternion.
- Rotating each point of 3d model without Matricies
- Generate a tube
- trouble finding algorithm to move camera forward
- Calculating camera position from scene boundingbox
- 3d plotting
- Intersecting Line Against Quadrilateral
- Some question about vector
- collision shared data
- Occlusion culling, the big picture
- Rotating weapon on camera movement
- De Bruijn sequence with no direct repetition ?
- 3D Cubic Bezier Segment Length
- Catmull rom spline - parametrization
- Intersection between a Line and a Plane
- Pixel center and top-left rule in OpenGL?
- BSP vs AABB tree
- Camera spherical coordinates
- making a path on the surface of 3D cube
- synchronize orthographic with perspective
- The most realistic bullet holes.
- CIE Chromaticity Diagram
- How to convert OpenGL Coordinates to Window?
- Contribution culling
- Top vertex of the triangle calculation
- intersection between two lines.
- Modelview matrix question
- Linear interpolation between two points
- Any algorithm for "soft folds" [weighted vertex]?
- path finding on an unknown model
- tangent space question
- Shadow changing planes
- matrix rotation/translation question
- Normal Vector
- Accumulating Rotation and Translation Matrices
- mapping t and s
- Line of Constant Width
- orbiting
- Placing scaled/rotated item in world coords
- Nearest Vertex Calculations for Heightmap
- Intersection of a tetrahedron and quadric
- Bilinearly interpolate a texture to a quad
- Cube rotated by quaternion based trackball
- GL Project doesn't work properly.
- Ray casting for occlusion culling (pers. proj.)
- projective texturing help
- Bernouli's Leminscate
- Gimbal Angle and Rotation Matrix
- Mapping Perspective to Screen-Coordinates
- How to define rectangle with two points in 3D?
- Help in drawing a parametric surface
- Simple 3d Rendering
- .sdkmesh parser? (DirectX Mesh format)
- Rotation Parallel to Vector
- Creating a Bounding Volume for Camera Frustums
- modelview matrix optimization
- 3D OBJECT SLICING ALGORITHM
- how i can do vertex blending without shaders?
- Generate plane mesh only once
- In case glLockArraysEXT is unavailable
- Set 3D view so 2D texture is exact size?
- Acceleration Problem
- how i can to generate a sphere map by shaders
- Seriously Looking for an online OpenGL teacher
- rotating aabb's
- spatial query
- GLM (Opengl Math) identity?
- Decals?
- motion ball
- Screen to World coordinate: help needed
- [SOLVED] How to swap Y and Z axes in a matrix?
- planar shadow projection doesn't work for me :(
- Matrix Rotations
- perlin noise mysterious constant
- Projection matrix for non-constant FOV
- Picking issue with gluUnproject()
- Screen Space Centering
- GL matrices vs. D3D matrices
- Detecting if a vertex is concave or reflexive.
- ¿know some fast animation algorithm?
- Normalised XY of a point on a planar quad
- 2D Polygon triangulaton algorithms
- Barrel/pincushion distortion
- Calculate object orientation from a quaternion
- Parameterization of any irregular shape
- SLERP - Quaternion Interpolation
- How to find displacement in OpenGL ?
- Reading triangle strips
- How to rotate a cube on its own edges ?
- Need some help about decimation of a large model
- Flipping a grid of tiles & time rewinding
- Stereoscopic 'off-axis' orthographic projection?!
- projection size question
- collsion detection
- Need help with a rotation
- Tangent or object space
- Finding Angle between Vertices
- Must be a simple trig problem
- How to Express a circle in Spherical Coordinates
- Enviroment mapping
- OpenGL Modelview Matrix Intuition
- How do I create a soccer ball-like shape in code?
- Push and Pop Matrix Operations
- Projection With the(1x1x1) cube and Clipping
- Depthbuffer
- Quaternion Vector rotation formula, Simplified?
- Platonic Solid Generation Problem
- vector transformation
- anisotropic filter in opengl
- glPushMatrix(), glPopMatrix() alternative.
- How to calculate TBN matrix
- 3D to 2D mapping with camera
- Finding indices of max value in texture
- rotating around a point which itself is rotating
- Row major vs Column Major in 4.1
- transform from camera space into world space?
- Get 2D Coord From 3D
- OpenGL compressed wavelet texture support ?
- rotating around an axis offset from (0,0,0)
- DPO Oscilloscope
- Need help find 3D pos. from mouse click.
- reference or stack?
- Bump mapping and skinning (tangent)
- load 3ds file
- Math for my own lookat function...
- Problem of Z-Fail algorithm
- the matrix of the infinite far plane
- Triangle Problem
- 3d line offset?
- 2D plane to 3D modeling
- How to judge the frontest triangles?
- Detect if line pass through the view frustum
- Texture space is not tangent space: Discussion
- 3 texture coords
- Bug in my quaternions project
- Drawing Koch's curve
- Angular displacement
- Regarding the use of Homogeneous Coordinates
- Newell's method to get Normal of polygon?
- selective saturation with a color matrix?
- Rotation around global Y-axis
- Destruction
- Selecting 3D polygon
- order independent transformations for 2D framework
- computing the position-orientation of the camera
- GLM: Initializing Quaternion with Eular XYZ
- Basic questions about projection matrix
- Crazy Quaternion
- extract translation/ euler rotation from modelview
- Colisions
- Single surface representation
- Rotate Texture Quad in it's Own Space
- Need help with view matrix on aplication layer
- perspective from field of view
- Quaternions and opposite vectors.
- Frustum Culling
- Following Mouse...
- Front-to-back Blending
- slerp - Quaternion Interpolation
- Tangents for indexed meshes?
- Question on Trackball
- View matrix/model matrix woes
- glm vector distanceSquare
- webgl matrix set
- Selection and deletion of faces in mesh.
- refraction/reflect calculatios
- Higher precision -> wrong result ?
- Ray Casting (Well, kind of...)
- Regarding Projective Geometry
- normal math
- Orientation of objects
- width and height of pixel on the near plane
- Simple point rotation question
- Display NDC
- Perspective Issues
- Issues with rotation
- Bezier patch
- Software near and far clipping
- OpenGL Projection matrix to intrinsic matrix
- Rotations about arbitrary axis
- Understanding glRotate and glTranslate
- gluPerspective() matrix
- Calculate square of irregular shape
- Orbit Rotation to Unit Directional Vector
- OBB local axes calculation
- eye separation calculation
- glRotatef() Without Calling It
- Matrix Stack Deprecation
- Calculating per vertex normals for a mesh
- drawing concave polygon using OpenGL ES
- Get Location of Vector After Rotation?
- Quaternion Rotation - Rotating on Self Axis
- reduce pixels in terrain
- Camera circle movement
- Refraction using ray tracing in opengl 3.3
- Placing a scene, in perspective projection
- [Ray vs AABB] exit point knowing entry point
- Precession of a top
- interpreting matrix transform
- Open GL reverse engineering
- how to calculate the view martix
- Wire framing
- UV coords within triangle
- Projection on a rotated screen
- Simulating hair physics
- Creating a rotation matrix
- Moving directions
- given view matrix,can i retrieve these infos?
- Submesh extraction.
- Levenberg-Marquardt
- Packed normal
- Source Code
- Simple math problem.
- Orthog params from Projection Matrix
- Known minimal OBB database
- extrusion and matrixes
- problem with translation after rotation camera
- 3D Terrain
- calculating UV coordinates of arbitrary meshes
- Particle Plane Collision
- 2d points and 3dmatrix transform ifc
- eye-space to Image-space
- MVP functions
- 3D math lib