- OpenGL with motif (glw)
- Cube Depth Textures
- fake bump mapping?
- Looking for MESA GL for Win98
- mach banding
- where find glx.h
- z-fighting (again?)
- Negative values for materials and color...
- z values in color buffer / texture
- jpeg files
- Texture in gluQuadric
- skyboxes vs skydomes
- skybox and horizon
- geometric self-shadowing
- help, OGL crash
- Beginner -> Advanced
- Slowing down a GeForce4!
- normal-transformation
- 'Blending' - using the accumulation buffer
- Trident XP4 - DX9 card for 99 dollars??
- WGL_ARB_render_texture and glGetTexImage
- C++ Dev Software
- GL_S3_s3tc
- GL_FLOAT, GL_INT or GL_SHORT: that is the question
- HELP! dialog outline remains after screen draw
- Cubemaps
- [Q] When the video file is texture mapped...
- CLIP_VOLUME_HINT
- vertical sync
- problem with transparency
- build a bridge
- benchmarking opengl
- OpenGL fullscreen refresh rate
- Leafy BSP-Trees
- GF2 MX 400 / XP = No acceleration.
- Texture Matrix Performance (bumpmapping)
- glut bugs ?
- Color Lookup Table via Dependent Textures
- I’ve just released my OpenGL game. Everybody invited to play and test.
- Slow stencil buffers?
- OpenGL rendering engine
- Spider3D v3 is starting to shape up
- Glaux Loftie Woods
- Arc interpolated cameras
- Multitexturing a heightmapped terrain
- Compositing 2 images
- Pixel Format vs. Display Format
- Multitexturing and vertex arrays
- Scissor for attenuated light
- intensity -> color table -> intensity?
- need help with glGetFloatv in visual basic 6
- How to detecting collisions using list
- Reply
- GL_EXT_color_table
- 3DADemo on OpenGL with 3Dstate Engine
- embm and ATI_fragment_shader
- symbols
- How use wglAllocateMemoryNV?
- Linking Glaux.lib in Borland 5.0 c++
- glClipPlane very slow
- vertex "shader" spotlights
- Back-buffer as a texture?
- Hardware Accelaration
- Texture coords...
- Bright lights
- Stalling pipeline?
- Triple buffering
- pointlight shadowmaps
- Urgent dll glut32.dll
- Gl Extension on Convolution
- pseudoSpherical Billboarding
- multitexturing and "non power of two"
- GL_LINE_LOOP ordering
- Vertex Array Range Performance Problem
- Radeon 9700 gamma corrected AA
- How use big texture?
- The relationship between glScalef() and light intensity
- gluPickMatrix
- shortest distance form boundingbox to camera
- 1D Texture
- Big frame drop with one more poly !!!
- extgl.h big problem
- Multitexturing and using DrawArrays.
- GL_LIGHT_MODEL_TWO_SIDE error with wireframe drawing
- glListBase errors
- World coordinate problem
- GlCommands Feature in Md2 files
- Depthbuffer and clear areas on a texture
- 3D texture size problem
- Performance and Vertex Array Range
- OT: fastest ray-triangle line -triangle intersection algo
- Affine transformations
- Possible to nest OpenGL inside OpenGL
- Draw ALpha Texture Problem
- projecting textures
- Is Copy Texture -> Texture possible?
- Fog problem
- QUAD_STRIP and Draw Elements
- compound alpha test
- Vertex programs w/multiple colored lightmaps
- True layered fog
- Static Quad
- Rendering to a texture?
- blending big trouble
- Can I let DirectX choose the acceleration card for OpenGL?
- texture matrix manipulation
- The layout of the modelview matrix
- State change cost?
- Are bsp maps drawn in immediate mode?
- unified lighting!
- Water transparency related to depth... ??
- Weird Specular
- Strange Radeons
- ARB_vertex_program
- OpenGL and transparency with bg windows
- Clipping planes implementation on GeForce3
- gluUnproject
- Gamma correction table
- OpenGL Windows Init more simple
- texture translation
- need an algo to move characters
- OpenGL program: DirectX / nVidia compatibilty bug(???) problem
- AntiAliasing
- What is the scale-bias matrix?
- GL_ARB_multisample restrictions?
- Tri-Strips Texture Coordinate PROBLEM!!!
- Tangent Vector
- ARB_vertex_program sample
- Velociraptor OGLmodel for download
- Fast Multi Page Flipping
- NVParse Register Combiner problems
- Bug with glOrtho ?
- OpenGL & Java Window resize problem
- Binoclar rendering
- lightmaps ...
- Loading an openflight file using OpenGL
- Create Picture file format
- disabling color material
- How to avoid z-fighting in water plane
- Selective AntiAliasing
- blending + fade
- Shadow Volume fillrates
- Costs associated with compiled vertex arrays
- OT: floating point colors and old games
- need some help!!!!!
- Using Z-Buffer or W-Buffer ? not sure, what do you use ?
- 3D texture mapping
- Problem
- Draw cone in the direction of light
- PBuffer performance problems
- Dropouts? Is it a bug?
- NV30 Extensions
- glReadPixels, glDrawPixels
- Memory managment?
- questions...
- Max amount of VAR memory allocable?
- opengl : Modal window ?
- Optimising triangle meshes
- TechDemo showing scene graph shadows
- Borland C++ 4.5, I need help linking,
- overlay roads on terrain
- Shadows
- Time based blur
- Mandelbrot in fragment shaders?
- GL_NV_pixel_data_range?
- about hiberarchy of opengl
- single pass 6-way blend
- Combining RGB with alpha from other TMU?
- Quake1 with stencil shadow volumes & perpixel lighting
- secondary color and arb_texture_env_combine
- Using OpenGL within HTML
- displacement mapping
- Black Screen on Windows 2000.
- HELP! - Free Look Camera
- OT : how to load animations (Bézier, TCB) from ASE files
- using CVA & or VAR
- Color Index used in MFC
- How to use AGP memory
- unwanted visible polygon edges
- Frustrum Points Coordinates
- Shadow Volumes Silhouettes
- projective shadow problem
- texture animation
- Back face culling
- Separating Update and Render in threads
- Speed of dynamic triangle soup
- exp instruction in NV_vertex_program
- openGL 1.3 for Indygo 2
- Problems with GL_ARB_multisample and WGL_ARB_buffer_region in combination DriverBug?
- OT: glu 1.3 trouble on Windows
- OT: Sphere-Box intersection algorithm
- jpeglib question
- Normal map from shaded texture...
- VAR & VAR 2 ?
- [OT] Clustered BF Culling
- Attenuated shadow volumes
- Shadow Buffers and Direction Light (infinity)
- nvTriStrip
- [OT]: Upgrading video card, would like opinions...
- NV Vertex Program ?
- STencil Volumes in one pass...
- GL_CLAMP not working?
- The RenderMonkey approach
- Does Doom 3 calculate the shadows every frame again?
- Dynamic soft shadows
- glReadPixels and bitmap
- Async behaviour of SwapBuffers
- glext.h with NV30 extensions?
- Light plumes
- No New OGL Extensions. Waiting for DX9?
- How do the big boyz fix dis?
- radius of gluSphere/gluDisk
- Env Bump Mapping
- glReadPixels doesn't work anymore
- Qt vs Mfc? What should I pick. Please help soon
- Lightmaps :-(
- gl1.4 && ARB_texture_env_crossbar && NV_texture_env_combine && Nvidia
- Need ideas on how to "spray paint" object
- Windows transparent forms & OpenGL
- glext.h
- Culling the "outside polys" of a level
- Help: Drawing OpenGL to the desktop
- MultiTexturing
- test f-16 little beta
- Printing OpenGL image
- So what are Fragment Program Partial Derivatives
- need some HELP !! > How is Keyframe Part of 3DS structured
- EXT madness! :)
- Fragment program newbie (clueless)...
- WIN32 vs MFC
- NV30 Condition Codes
- slow vertex array
- ideas for eye-candy
- turbulence image distortion
- Jerky FPS with shadows
- Fragment Coverage?
- Anyone have a constructive solid geometry DLL?
- Selective translation, and rotation?
- Stencil INCR's
- OpenGl Volumizer!
- ARB_vertex_program and vertex attribute arrays
- question on Shadow Volumes...
- Timings while rendering a single big mesh
- gluProject()
- cutting into 3D texture with irregular shape
- Crash in writing to AGP/Video mem
- clipping plane
- Depth Buffer => TexImage3d
- Problems compiling with nvparse
- We are looking for Ed Benson from Hong Kong