- Hardware T&L
- Query texture memory
- Problems with ARB texture comrpession
- Cracks in shadow volume
- best ways of lightmap's packing
- Just qurios
- How to redefine the default reference frame
- Will the memory be free after executing glDeleteLists()
- Cutaway objects
- Alien Flux Alpha Test 6
- write a book
- Can I display live video from cameras in Opengl window ?
- Shadows
- NV_pixel_data_range performance
- Iraq using GPU's to control laser guided missiles?
- *BREAKING NEWS* Microsoft re-enters ARB!
- Getting the pts of the near frustum plane.
- JC .plan : Carmack drops OGL in favour of DX9
- an arrow on a curved surface
- ARBvbo NV17 (Linux)
- Partial swapbuffers?
- depth scissors
- PBuffers and pixelformats
- numerical precision
- ARBvbo and settings
- tga writing function
- Let me ask this one again, differently, grid visability question.
- Depth sorting question.
- lenght of string in ortho mode
- QuadTree source examples
- Stereo 'shutter glass' viewing on Flat Panel displays
- Signed textures?
- poor multitexture GeForceFX?
- Early z-cull disabled when touching z in fragment shader
- that damn tangent space
- Where can I find good fragment program tutorial
- NURB surface drawing, problem with video RAM
- modelling water
- ARB_VBO in pascal
- why no GL_MIRRORED_CLAMP[_TO_(EDGE|BORDER)] ?
- Texture Mapping Eccentricities
- Bitmap Scaling for texture mapping
- Please Help!!!
- about trimming a texture
- procedural texture
- displacement vertex program
- billboarded line
- WGL_EXT_swap_control and SwapBuffers
- Multitexturing and Vertex Arrays
- OpenGL Java and C++
- ATI & VAO
- projected shadows
- selfshadowing artifacts
- OpenGL2
- !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--
- Infinite projection matrix (Pinf) -> Trouble!
- multithreading and ogl
- 3D object - flatness
- VBO and vertexprogram in software
- glutWireSphere
- WGL_ARB_render_texture stuff....
- Sphere mapping - rotation
- NV30 FP performance statistics
- vertices order in strip
- Using DDS format for textures
- GLUT and FOX ???
- OpenGL, mpeg2, avi files and threads
- a quick register combiners question
- How to simulate sunlight on terrain?
- White/black mini-artifacts in shadowed/lit area (stencil; z-fail)?
- nvidia bug? download for exe for testing
- Non power-of-2 textures
- Driver bugs
- Multiple Transparent Windows
- 2D texture is not mapped; constantly getting black quadrangle
- geforce ti cache size
- Render To Texture Problems
- Hardware Blending?
- This is NOT off-topic : )
- [OT] Any1 worked on D3 loader?
- NVIDIA Hybrid FSAA
- Copying Depth Buffer
- Normals in a vertex shader
- Question: VAR on GeForce3
- How to tell where the points are if i rotate something?
- Polygon offset
- ARB_fragment_program not supported
- Loading textures like 1:5:5:5 directly
- Texture matrix, texture space and so forth...
- Texture Mapping using a PPM file
- Check the HW?
- ATI Driver issue ?
- scramble and opengl created rubik's cube using the C++ function srand()
- PINBALL
- float pbuffer rendering
- Does not Support EXT_paletted_texture on GeForceFX?
- Question: a short segment about Vertex Array.Thanks~~
- Shadows and popping artifact : new fix
- Nvidia/ATI driver issues
- [OT] How to render dxf-files (acad 2000 - ver) correctly
- Save to image file
- VBO and glArrayElement
- CG & OPENGL
- heat effect
- Front and back face with diferent colors using index arrays?
- GL_MTX_fragment_shader
- Help
- texgen with ARB_vertex_program
- Where to download the implementation code of OpenGL?
- ARB Specification
- clipping backface projection in projected textures
- background image as opposed to clear color
- Is it just me, or are Matrox GL drivers utterly useless?
- aggressive scissor for shadow volumes
- Video Capture to Texture
- Without Shaders
- Help:about VBO on GeForce3
- When ATI will release VBO GL drivers ?
- awful polygon intersection
- Who can help me with this problem ?
- shadows + vertex program + homogeneous divide
- Invariance after PushMatrix/PopMatrix?
- Lighting
- Cylinder Rotation
- ARB_vertex_array_object questions
- height field terrain
- Playing video using opengl hardware!
- VBO + 43.51 = brilliant
- VBO buffer type rendering order
- GeForce3 Buffer Region problems
- ortho2d poly intersection artifacts
- OpenGL texture mapping
- PixelFormat failures on Win2K / NT
- Fragment thresholding
- NV: ARBvbo & OUT_OF_MEMORY
- sharing of ARB buffer objects
- 10 bits per channel
- Calculating scissors for test with attenuated light?
- Push/Pop v.s. LoadMatrix?
- Small display lists?
- GLCanvas & menubar
- Gf FX demoes
- ARB_vertex_program2 when?
- Did you say fragment shaders?
- Render to system memory
- Spliters Cell shadows.
- Multithread texture loading
- Mirroring the modelview matrix
- Projection matrix internal parameters
- How to get depth to fragment program?
- Frustum culling problem
- glDrawPixels & glPixelZoom Projection!
- ARB_fragment_program
- Quadtree performance question
- Hardware pixel analysis
- HDR AND Radiance MAp
- texcoord question
- Precision curiosity: 1/255 or 1/256?
- Depth in register combiner
- One see-through texture on top of another...
- SetPixelFormat and nvidia drivers
- GLSlang tutorial
- Ati driver status?
- glCombinerParameteri(GL_NUM_GENERAL_COMBINERS, 0)
- GL_ATI_separate_stencil
- matlab MEX files + OpenGL
- new ATI drivers
- mapping windows client coordinate to object coordinate
- GLslang required hardware?
- Blending
- How to boot up the performance?
- Occlusion Queries with Clipping Planes
- Parallel Occlusion Queries
- Only 100 FPS
- Error with VBO
- depthfunc
- "official" glext.h missing latest ARB, NVidia, and ATI prototypes
- OT: art production paths
- Depth fail Shadows.
- Texture size change
- Spotlights texture calculations in vertex programs
- GLUT and MFC
- FX 5200
- VBO trouble
- OT: Successfully contacting ImgTech?
- Texture Alpha...
- Problem with gluProject
- texture width/height ratio
- Det 40.72 ARB_vp BUG
- GL_REPLACE vs. GL_MODULATE
- ARB vbo - Many small buffers or a few large ones?
- My Demo
- Problem with gl arrays.
- why the tree can't be displayed
- glTexGen with multitexturing
- Camera/transform advice
- Since When Does OpenGL link to DirectDraw?!
- OpenGL future on Windows
- Microsoft C++ and OpenGL
- environmental mapping
- convert 2D mouse coordinates to 3D ray for picking
- Scene refraction
- linking problem with init extention file
- where can i get information of opengl1.2
- multithreading with glut.lib and anyway to updating the scene without keybord/mouse ?
- Shadow Volumes + Lightmaps.
- Extensions?
- Descent Cards
- lens-flare effect
- help for shadow map on complete object
- Caps for shadow volumes
- Nearest Neighbour image scaling
- Cook-Torance and BRDF lighting models
- Swedish Programmer´s look here!!
- Tri strips VS indexed vertex arrays.
- Ati:s normalmapper
- Occlusion query
- Vertex shader trouble
- Shadow map resources
- Rain/snow resourses
- Help about Gl Nurbs in display lists and M.Kilgard molehill example
- Frame buffer resolution with high resolution textures ?
- WGL_ARB_pixel_format and wglGetProcAddress
- reflections
- Win32 Multithreading
- texture cleanup
- automatic mipmap generation
- tex coords
- Question about 3d texture on GF4
- Linear texture interpolation in ARB_fp
- mutual exclusion issues
- Reflection Bump Mapping
- I Need Easy Code Example About Clipping Line
- Degenerate scissor rect?
- 3D Floating point texture/Sampling?
- Peculiar 'artifacts' with bumpmapping & mipmapping
- ARB_vertex_program limitations
- Creating a 64-bit depth buffer
- Stencil drawing depends on color data?
- how to calculate the transformation matrix for a rotation?
- Approximate Bezier Curve Length
- distributed computing project
- GL_TEXTURE_SHADER_NV equivalent in ATI ????
- ATI_text_fragment_shader
- AHHH! BSP Files!
- Opinions on Light Map Idea
- OT: OpenGL Tutorial Writers
- NVidia GL_LINE_SMOOTH bug?
- Shadow mapping and extensions
- A bit OT: a discrete form of grad(divU).