- How to generate texture-coordinates for a geosphere
- volumetric rendering with 3D Textures
- GL_RGB, GL_RGBA, GL_RGB8,..... what is what???
- open scene graph?
- Saving Register Combiner Output
- How about open inventor?
- Assembler problem ...
- problem with bliting
- GeForce 4 MX 440
- Pointer to Offscreen Pbuffer
- selection
- Multitexture "shadow" problem
- Quadro2/DCC overlay planes performance
- Vertex Program Problem
- Syncronization for what?
- VRML Loading
- Best approach to problem, help needed
- Why don't open osg site?
- Performance of Display Lists
- glRead/DrawPixels and AGP memory
- selection
- glDrawRangeElements
- Optimizations, Octrees and other things ;)
- GeForce 4 vs Quadro 4
- OT: Intel SpeedStep detection
- Font rendering transparency
- display lists and memory they occupy
- retrieving wgl functions (specifically multitex)
- multiple code paths
- I can't seem to load MD2 models?
- Scrolling stars / background?
- glscale problem
- wglUseFontBitmaps and SDL
- Static Model
- 3D Editor.. how do they work?
- T&L Memory Hopping, deadly or surviveable?
- 4th color component in glClearColor
- Nvidia Cg toolkit
- vertex prog vs. ogl
- OT: NVidia, plz don't be so windows-centric :/
- Disturbing an Environment Map
- Shadow Volumes and Volumetric Lights
- hardware t&l
- Cg useless until GeForce5 ?
- Point Occlusion with Stencil/Depth Buffer
- GL_COMPRESSED_RGB_ARB with GL_GENERATE_MIPMAP_SGIS
- Bug in Cg sample demo
- billboard textures: tiling problems in isometric lib
- Gf2 does vertex programs?
- Tell me what vertex programs can do =D
- texture offset
- how to avoid this kind of flickering
- opengl1.4?
- picking coordinates
- Texture coordinates interpolating
- Changing subjects a little bit
- glTexCoordPointer
- A simple trick
- Todays hardware and Lighting?
- Random vector\Gaussian Noise
- C++Builder OpenGL VCL project
- Physics-based modelling and reality
- glColorTableExt for gray scale palette
- Software Anti-Aliasing
- Another billboarding problem
- A problem with Radeon 8500's pixel shaders
- texture parameters && performance
- Error with glTexCoordPointer
- The Gathering 2002 - how was it for you ?
- glColorMask (nvidia driver 28.32)
- Borland C++ Builder and OpenGL
- element borders with textures
- Lighting/frustum question.
- Quake III vs Doom III - I think I'm going to pass out.
- gl lists and wglMakeCurrent
- picking and highlighting
- OGL Framerate Limited by DirectX?
- PixelMap & PixelTransfer speed
- Render to Texture goodness
- using NV_register_combiners
- ogldebug under windows
- Clipping?
- Maybe, it's most diffcult problem in OpenGL(Try it)
- CVA paramter question.
- OT: Some Cg effects not working
- models
- vertex array problem
- render to texture extensions
- number of general combiner stages?
- Linear Curved Trajectories
- a good lighting model (dot3)
- volume isosurface rendering
- CD-ROM staff ...
- Response to "Cg won't work" op-ed in The Register
- modulation with pixel/vertex/texture shading
- Higher quality DoomIII video
- Choosing the best way
- Getting smallest mipmap on ATI
- gl_texture_1d [0 1]
- CPU Load Balance
- depth buffer ...
- mutlitexturing ...
- Problem about rotate and scale objects
- Stereo on "ex-flat panel system" with Fire GL 2
- no more alpha channel...
- To draw and animate an object with a transparent background over the windows desktop
- OpenGL texturing very unexact?
- Any info about last ARB meeting?
- allocating >32MB of agp/video memory
- Problem using Multi-Texturing
- texture interpolating
- VAR, STL and a custom allocator?
- cube env mapping / spheremapping hardware bug in ATI-Radeon(VE) Cards?
- Display3DS error
- How to use gluLookAt() to implement tracking
- OT (sorry): Fixing tangent coordinates?
- Decomposing model view matrix
- Gouraud-Interpolation
- redundant state changes
- intersection of 2 lines
- Stereo
- Picking acts differently on different machines
- Advanced per-pixel lighting
- OT: NVidia Effects/Cg Browser Bugs
- Cg - nice, but makes me dislike NVIDIA
- CullFragment/TexKill and Shadow Volumes
- Light to close poly
- HLL vs HLSL
- Problem with building a Zoom Tool for a 3D World
- OT: Milkshape (dont read if you have high blood pressure)
- Any GeForce with less than 4x multitexturing?
- evaluators performances
- Register combiners - Bindable? Why soooooo slow?
- Weird slowdown when using compiled vertex arrays
- How exactly is projection matrix derived?
- Display Lists and DrawElements performance
- Windows Problems
- Creatures Demos
- Projected texture or something else?
- Hardware acceleration problem
- GL_EYE_LINEAR in a vertex program
- unsupported glPolyonOffset
- Reverse projection and shadow maps
- cgDuplicateProgram() missing?
- Using GL_GENERATE_MIPMAP_SGIS
- Projected Textures (dumb question about)
- Texturing Problem using GL_NV_vertex_array_range
- GL_TRIANGLE_FAN with glDrawElements
- glxGetProcAddress ( )
- Once again...
- How to draw arcs in 3D?
- how to build a surface........(help......)
- OpenGL Selection Picking Fails
- File format for OpenGL
- Stencil Shadow and Vertex Shader
- Brightness & Contrast of Texture
- S3TC, width has to be = height? Please help
- Unusual Z clipping plane problem
- Oxygen GVX1 + 3D textures --> very slow
- Off topic : A way to disable vert. sync.
- Selecting objects completely inside a region
- Bump Mapping, does this sound right?
- Wildcat VP extensions
- Controlpoint array for NURBS surfaces
- Partial transparency on tga texture map
- Back Buffer Selection Problems
- 32 and 16-bit Bitmaps
- 3D FlowerBox Code
- Does anyone know how to draw concave polygons quickly?
- Does anyone know how to draw concave polygons quickly?
- Pushing the polygon limits.
- Simple tangent space gen
- Bumpmaps with CG
- How can I write a tunel effect ?
- Carmack .plan: OpenGL2.0
- MDI MFC degrading performance
- Multitexturing woes, and the common man. AKA me.
- What would be faster??
- Proper usage of triangle strips
- [OT] big structs performnce issues
- Best to fake it?
- HP's Polynomial Texture Mapping (PTM)
- Plane + Frustum Intersection
- wierd bump mapping problem
- glColorTableExt against glPixelTransferi
- How can I write tunnel effect ?
- NEW WEBSITE http://bios3dworld.tripod.com/index.html
- Attenuation map trouble
- Scissor destroys z-buffer?
- is it possible to link a compile a dll file witha ini file to produce a complete dll?
- simple light shader
- How can I program the code to animate object with it's weights
- Do we need spotlights anymore ?
- OpenGL extensions file generator
- Any Developers Need An Extra Programmer?
- Windows Clipping Region
- static models ...
- Vertex programs?
- Multipass lighting and multipass texturing
- OT - My LightEngine prog
- Asynchronous buffer swap
- Vertex Shaders
- How to implement PAN smooth
- Help: Selecting verticies using the line equation
- Stereo Pairs
- Color matrix and color channel
- OpenGL Shader from SGI
- Writing text field with OpenGL.
- dPdx and dPdy from OpenGL 2.0 spec
- New OpenGl 2.0 papers at 3DLabs site
- Problems with ATI fragment shader
- Pixel Shaders with CG
- Lexicographic order?
- nVidia Vsync control????
- Visibility problem
- billboarding in Frustum
- Transforming Line Equations Between Viewports
- Multiple Viewports
- display colored rectangle
- Selective Opaqueness
- AutoTexture 3D Coord Gen Prob
- Midtown madness snow effect
- Fast YUYV (YUY2) -> RGB, RGBA conversion doen in OpenGl HW ??
- glGenTextures withing glNewList() glEndList()
- Can concatenate projection matrix with viewport transformation matrix?
- elevation mapping in different directions
- Help with picking
- Q3A-stlye shaders
- bufferregion + FSAA + nvidia 28.++
- Color missing in Pbuffer.
- OpenGL cards...
- c++/win32 - static and callback
- Virtual Rendering Device (disk writing)
- Memory management
- Accelerated pixel formats ... Tom Nuydens?
- Topmost Objects
- Tangent-Space????
- New WebSite - Looking for people to help me build this 3DWORLD
- Geomipmaps
- How can I set up the distance between the curve line (pixel) ?
- scaling and normal calculating
- How to get a fast collision detection with BSP-Files
- Bump Mapping (Tangent Space) calculation problems
- 360º render
- glCallList in debug mode = crash...
- VB.NET
- nVidia-focused developing in ogl
- Very stange TMUs
- Dumb question - GLclampf - why?
- Three things (a book, a link and Cg)