- GL_ARB_fragment_program NOT on GF3 ?? (@NVIDIA:why this?impossible??????)
- Better performance with indexed arrays
- VAR and wglAllocateMemoryNV/malloc
- Shader technique?
- Depth buffer writes?
- glDrawPixels v/s glBitmap
- DOT3_RGBA in register combiners
- Low TnL performance on r300 ?
- access violation on Win 98/Me
- How to limit banding when using multiple blends
- Destroy Multiple GLUI Windows
- Something Like in 3dstudio
- carmack plan + arb2
- different combine on different texture units
- Some NvTriStrip questions...
- my pretty advanced outdoor engine....
- Is it possible in opengl........?
- Printing Opengl Image from Visual Basic
- Is it worthing?
- So what cards support GL_ARB_fragment_program and GL_ARB_vertex_program?
- solid textures and depth buffer
- Projected texture flipping
- BSP (Quake III map) web sites
- vertex and pixel shaders
- lighting question
- Real-time shadows
- Texture map a icosahedron
- S3TC Compression and gluBuild2DMipmaps
- 3d face morphing
- Multiply pixel components on front buffer
- a "ARB"-provided feature like GL_NV_vertex_array ??
- Little ARB_vertex_program question
- 2 Triangles vs Quad?
- fast buffer readback on ATI
- Uber/Super Buffers (December 2002 ARB Meeting)
- OT: download for testing
- shadow map question
- OT: Noisy Geforce FX
- Columbia (not OT)
- NV_fence question
- object-level occlusion culling: nvidia vs. ATI
- Vertex arrays or display lists for terrain?
- Problem with VAR implementation
- CameraPosition and Lighting ??
- Is it better to use 3D objects...?
- fovy calculation
- Lock/UnlockArraysEXT
- VAR and CVA
- vertex and pixel shader.
- location of drawn object in world-coordinates
- wmf/emf and opengl
- Collision Detection with Q3 Bezier Patches?
- bitwise operation with fp on stencil buffer
- _dramatically_ less frames with GL_ARB_vertex_program than with standard code !?!
- Static geometry dynamic texture coords
- what' s the sentence mean?
- Determining camera aim vector
- ATI , GL_EXT_texture_rectangle ? 7xxx series
- GeForce FX vs Radeon 9700 or higher
- Slicing objects (a CAD question)
- Rendering Problem !
- Image Sharpness in TextureMapping
- Multithreading in MFC
- glFeedbackBuffer consistency
- glTexGen vs. Texture Coordinate Array
- Querying GL_VENDOR before opening window
- how would you bumpmap a sphere?
- OGL in ASM
- Additive blending problem with ppl
- The w coordinate
- Radiosity questions
- Quake 3 Textures question.
- q: modelview matrix inversion
- Matrix Palette Skinning
- Polys drawn so small they disappear
- lighting back facing triangles _without_ using two sided lighting
- Stereo viewing and platform issues
- HDR renderer test
- Pixel shaders question
- wglGetProcAddress + threading question
- Per-pixel diffuse and Terrain
- 3D Engine Structure?
- Using new glut funcs in F90
- Lightmap generation.
- Maximum total size of vertex arrays via ATI_vertex_array_object?
- Theory: OpenGL for Video Playback!
- nv var validation problem with multi thread
- shadows / scaning of the frame buffer
- ATI does not support 1.4?
- Skeleton-based model format
- Slightly OT: Presentation for Junior Academy of Science
- Does anybody know Why? Plz Help Me
- capping at z-near plane
- Texture Matrix vs. Modelview Matrix
- Stupid cubemap
- GL_QUADS slower in display list that immediate mode
- shadow z-buffer
- Performance Tips?
- R200: since when is glDrawPixels supposed to filter?
- Texture Q Coordinate / NVIDIA
- Z_Fighting whith FLT_MIN ?
- maybe OT: 3d model format
- wrong texture matrix or bug in normal map plugin?
- Using multipass rendering for speedup
- Using 2x2 RGB texture creates red lines?
- problem : gl_lighting mystery
- OT: I believe you should all see this
- very odd... _BLOCK_TYPE_IS_VALID(pHead->nBlockUse)
- 3 coverage factors by reading from texture ?
- Quake2 BSP's and Half-life BSP's
- ShaderBuilder docs?
- Vertex array usage
- ARB_vertex_program && NVIDIA && ATI
- Triangle strips and culling - problems on the horizon?
- vertex array speed question
- wglReleaseTexImageARB
- ATI Catalyst drivers, pbuffer support bug?
- Speed of glProgramEnvParameter4fvARB
- strange results: writing to pixel data ranges w/ pixperf and nvidia's 41.09 drivers
- Something Strang with ARB_vertex_program on GF4 Ti
- Parametric Shapes, and Tangent Space
- Light radius
- Crimelife is looking for Programmers and Artists
- Bitmap transformation
- OT - 3DMark 03
- GL_CLIP_PLANE
- Drawing to off-screen areas.
- Texture mapping on Disk surface
- Parametric Shapes, and Tangent Space
- Quake3 and front face culling
- Any way to query the video card for free memory?
- Using OpenGL with mutex?
- My Website
- Fragment shader operation
- ATI_fragment_shader dependant texture read
- Doing backdrops
- hw accumulation buffer?
- mulithreaded draw flicker
- VAR - Abnormal program termination
- state.light bindings in ARB_vertex_program on ATI
- Very Urgent Question
- ATI_separate_stencil - always enabled ?
- Mappig Textures to Polygons
- Projective texture weirdness
- obj models
- Faced-ness in shader ?
- quick question about vp (ARB and NV)
- Slight problem with gluProject
- Soft shadows - my turn
- OT - recommended NV drivers
- Vertex Arrays -> How to improve them ?
- NVMeshMender and Submeshes
- Stencil buffer as viewport.
- NV_half_float
- singlepass lighting/reg combiners question
- water animation/calculation: which formula/technique to use...
- how to use glTexImage3D???
- glReadpixels slow for pbuffers ?
- Per-pixel lighting
- Matrix palette skinning weighting
- Good old assembly:)
- calculating clipping planes...
- where can i find 3D models
- New to OpenGl
- winz depth buffer relation
- subtracting objects
- How does lighting work?
- q; rendering queue
- GL_NV_OCCLUSION_QUERY replacement in SW ? how to something similar ?
- glSecondaryColor3fvEXT but with VertexShader?
- Converting from nvparse RC1.0
- What do you think of the future of OpenGL?
- early fragment kill / stencil buffer & fragment shader
- Binary Space partitioning
- Bad performance glDrawElement on Radeon 9700??
- Selecting a visual
- Stencil Buffer Problem
- Loading Bones from Lightwave-Scene
- Question about vanilla vertex arrays. . .
- overview of "which extension on which card" - where to find ?
- glBlendFunc(GL_DST_ALPHA, GL_ONE) behaving unexpectedly
- Normal Maps
- GL2
- Soft Shadows - The Return
- Stencil buffer
- Rendering using different graphics card
- for experimented in drawing pixels image with "glDrawPixels"
- Shadow Volumes with Animated Meshes
- Problem in drawing a 16bits image monochrome( black and white)
- Problem binding CG to OpenGL program
- Two Depth textures: Problems with different compare functions
- [OT] OpenGL 1.0 specification
- Radeon 9700 Cat3.1 drivers + ARB_multisample == no worky?
- Organizing geometry
- GDC
- OT: new site & forum
- Help on software implementation of gluLookAt()
- Half-Life BSP!!!
- how can to realize fire effect with opengl
- BSP Bezier Patches.Last BSP question for today
- Pixels Buffer (WGL stuff) performance with Geforce 4
- color matrix and tangent space
- I NEED YOUR HELP ON FEA
- FSAA problem
- Lighting / texture / alpha problem
- Ball Rolling effect
- OT - SceneLib
- Ray Tracing
- "noshader" texture in Q3
- gluProject behind me
- help plea: unwanted texture artifacts
- "Bend" modifier as vertex program..........
- gl texture memory
- FOX Toolkit
- [semi-OT] Microsoft picking up the ball again?
- ARB_vertex_program && shared displaylists
- RTT on GF4 41.09
- how to get OpenGL performance statistics
- Problem with ATI card
- NV_point_sprite on ATI?
- Good Idea?
- glInterleavedArray with Struct Arrays?
- What's wrong with this code?
- Another way to do shadows
- Read pixel data error?
- Environment Reflection
- Correct glTexImage2D usage -ATI bug?
- packed pixel extension and internal texture format
- .NET
- Box visibility
- Working on cam in shadow vol problem...
- Depth Problem
- How to do it with texture_shader & register_combiners
- Depth textures
- About Software Implementation of glRotate()?
- Multipass rendering and z-fighting
- Problem with rendering the depth buffer to a texture. . .
- Hidden line
- Shadow volume generation for arbitrary geometry?
- opengl slang
- Trying to get dimentions of the plane where an object resides.
- Normal Calculation
- heat effect
- Stereo buffering?
- Suprised about GLSL........
- interleaved array locking?
- NVIDIA ARB light.position still in object space?
- I'm through with Spider3D
- VSYNC
- shadow map artefacts based on camera pos