- Effect from Game Developer magazine...
- Does anyone use opengl to do ring screen?
- Can I use backbuffer as a texture? How to do?
- Reflections.....
- state sorting and multipass rendering
- [OT] VS.NET plugin for vertex && fragment programs
- Lighting Code
- virtual framebuffer
- Brep Visualization - help
- Anisotropic lighting, please help !
- Swizzling after the combiners
- Question about face modelling
- Best GL notebook and what happened to the GF4 4200 Go
- Using Visual C# or C++ from the .NET
- 1.2 or 1.3 gl.h
- Programable pipeline...
- software for matrix palette skinning?
- state changes again...
- shadow map depths
- How should I set up frustrums and matrices to achive this?
- Nvidia GForce 3 Shadow Buffers
- Render to texture
- OpenGL in Internet
- vertexarray -> is drawelements faster than drawarray ?
- 3d texture - performace
- OpenGL performance on laptops
- can I render 1024x1024 image on a 1024x768 displaycard with 3d hardware accelerate
- Blending operation with frame buffer
- GL_ARB_matrix_palette extension
- Using images of cubemap for ordinary 2D texturing
- strange "depth fighting" artifacts after shadowing...
- Per-pixel attenuation problem.
- Microsoft quits?
- Speed issues with multiple monitor setups.
- [OT]: New forum for Scene Graph Gizmo3D etc.
- Fractals/L-Systems in OpenGL
- Direct rendering
- Problems accessing WGL extensions
- texture mapping units
- Help to find the transform matrix
- writing to the stencil buffer with a fragment program
- Combining serveral trimming curves in NURBS
- Unclosed geometry for Stencil Shadows
- HL BSP texcoords
- section plane
- Accessing the rendering backbuffer
- Coded infinite shadows, now gluPickMatrix doesnt work!
- Smooth texture mapping
- Reflections with OBJ files...
- I take it binding a lot of small textures is bad...
- Refraction
- R350 finaly! It's faster than FX, but is so flexible? Aparently yes!
- Shadow maps and field of view
- GL_SELECT with alpha texture triangle problem?
- floating point pixel format
- Ase format file loader
- Shadow and depth-texture question
- (Some what OT:) Marching tetrahedra
- difference between "glGetString()" and "wglGetExtensionStringARB()" ??
- If you need in 3D engine.
- ATI Radeon 9700 && GL_ARB_depth_texture
- HL Lighting.ohhh man!!!
- change coordinate system for 2D api
- 8 points of frustum
- problem in drawing a texture image ( monochrome image)
- CAE Coloured Stress Contour Plots - Efficient, Faster Way
- delaunay triangulation
- ATI VAO performance problems
- success with shadow maps?
- clipplane, multipass, and display lists
- Animation quation,please help me
- PP Lighting possible without normalization cube map?
- Possible bug in Nvidia drivers -- not exporting extension strings correctly
- How to enable triple-buffering?
- how to use vars ?
- HL BSP but this time OpenGL too!
- ways of enabling fsaa other than WGL_ARB_multisample?
- PBuffer problem
- rendering texture data in real time
- Placemark for f-buffer details.
- ATI Rage 128 Ultra 32SDR and OpelGl issues
- multi screens
- Mouse click position?
- Nvidia Cg Tutorial book
- Stencil shadows and smooth shading
- I am weak and I beg your help,please..(about) glm
- big images with OpenGL
- OpenGL and 3D Look-Up Tables
- A question of display mode...
- Problem with vertex program.
- perturbation texture
- Implementing a quat transform in a vertex program
- Recursive techniques for scene graphs
- (Semi OT) Frustum culling w/ axis aligned cubes?
- LoadLibrary fails to load opengl32.dll
- Custom color interpolation within a polygon
- GPU Registers...
- is this method any good (FP)?
- Any suggestions on learning openGL -- A Chinese student
- what to do to get the pointer of CView?
- register combiners
- About shadow matrix
- Stencil Shadows & Carmack reverse.
- Zoom to box
- Hto to generate triangle fans
- Vertical retrace interrupt?
- Use of OpenGL in Movies & Games
- Layers
- Radeon 9700 texture bug
- Copy Texture to Texture
- strange problem in drawing my models right
- Multitexturing Performance and Volume Rendering
- Pixel buffer sizes
- dynamic SV and memory!
- Are there any chat rooms of openGL programming?
- Eager for your help to load a BMP
- Using 2 vertex programs
- threaded apps with openGl & tcl-tk
- dot3 bump mapping quality
- Clamp Texturemap leaves line
- support for bitmap < 8 bpp???
- arb_vertex_program problem on 9700
- Maximum triangles per second
- onepass bumpmapping
- ARB_fragment_program, LINUX, 9700 Pro
- How can I encapsulate OpenGL with C++?
- Yet another ATI driver problem
- How can I apply Texture without UV Coords
- blinn half vector
- Are capabilities ever dropped from query strings in later drivers?
- Point Lighting
- WAD textures that don't need blue parts.Please!!!!!
- half vector in pixel shading
- reflected vector in combiners
- alpha buffer support
- PBuffers & Dynamic Cubemaps
- Chromatic Anaglyph
- ATI FireGL X1 driver problems
- Texture mixing with a gradient of Alpha Values?
- are there any strip limits?
- Texture mapping to trapezium.
- opengl's performances
- Merge Texture Patch on a 3D object
- line Pattern
- glLoadMatrix performance extension ?
- Building any (not view-) frustum with OGL?
- Relationship between FOV and Camera Position
- ARBvbo posted
- Can early KIL (ARB FP) improve fillrate?
- OT: Skeletal animation issues
- copy double buffers
- Stencil mirror
- Merge Texture - More details
- Multisample pbuffers
- how to use glReadPixels for a single pixel
- Compiled Vertex Arrays?
- how to make far objects fading out ?
- multiple levels of dependent texturing
- [OT]: BIG TIME...
- glGenTexture problem (or something else...)
- need help with multiple windows
- Important Camera / Lighting problem
- Slighty OT - nVidia drivers for GO cards
- mouse rotation
- light
- Select a vertex of a 3D object
- splitting a view into multiple views
- Flexporter
- Generating Normal Maps From 2D Images
- Client state and context switching
- multiply a texture by a float > 1
- Texture mapping in orthographic parallel view
- look my demo
- lighting high res models
- reflection vector in texture shaders
- terrain rendering with road and other buildings
- Stereo start and stop
- Camera-space shadow mapping?
- texture seams
- NV_depth_bounds_test?
- Loading DDS textures
- perspective shadow maps?
- OT: quaternion from matrix problem
- Display List vs VAR, VAO, and VBO
- [OT]: Has anyone done this ? Recursive Scene graphs
- DirectX to OpenGL Texture Stage
- Where can I get latest version of OpenGL ?
- glGetTexImage() problem
- Returning Vertex Values
- Multiple Rendering Contexts in single thread?
- Radeon and ARB_vertex_program
- Alien Flux Alpha Test 3
- Do we really need OpenGL2?
- Concave Objects
- Cross platform vertex shaders
- extracting frame rate
- Better viewable extension registry
- conversion from iges to opengl
- All this beautiful stuff on nVidia's site... Will it work on ATI (and other) cards?
- socket programming
- Up Vector from Quaternion
- How to display two different colors on two sides of a triangle?
- Spotlights and vertex programs
- Particle System speed
- "Ambient bumpmapping"
- 3D Terrain manipulation
- ATI_fragment_shader help needed
- Weird Problem
- Where can I get glu32.dll 1.3 ?
- pixel_buffer_object : when?
- Caustics
- Zooming and Panning
- Is glslang on its way?
- Using NVIDIA Pbuffer extensions on windowless activeX control : How ???
- VBO: mixing static and dynamic buffers
- dependent textures- need 16 bit of precision
- fewer stencil clears for shadow volumes
- pixel_data_range problem
- Banding with radeon 9700
- Trying hard to pass a pointer as argument to a function called by glutDisplayFunc,...
- PPL and geometry normals
- Material Settings for Terrain
- glDrawPixels / writing depth values with depth function GL_LESS
- glu32.dll error ONLY in Win 98 NOT in W2K, XP or NT
- indexed lists with more normals than vertices?
- Fastest way to render lots of models
- texture_lod_bias problem
- Non-linear texture transformations with texture shaders
- smooth tangent space vectors
- Shadow maps and multitexturing
- Discussion about plastic bump mapping ...ooops ...dot3 bump mapping
- Fastest Outdoor rendering
- difference between register combiners and fragment programs
- GeForce FX texture related resources
- RTT/pbuffer questions
- Sample of recursive scene graph
- Occlusion test for occtrees
- OpenGL on Win98, NT, XP
- How to get the normal of pixel?
- Optimization issue
- glPushMatrix / glPopMatrix & vertex program?
- Two texture samples from one texture unit
- ColorTable with more than 256 colors?
- Major Mistake - Clarification needed asap
- how to project a 3D point in 2D Camera
- about glRasterPos and wglUseFontOutline
- best space partitioning in this case...
- Blend minmax extension
- Nvidia GL_UNSIGNED_INT_10_10_10_2 endianess
- Tricubic Interpolation?