- Joining quad cylinders
- TexCoords: Where do they EXACTLY point to?
- OpenGL scene jumps while window is moving
- Hpdate to GUL 1.3 on Windows XP
- Water surface rendering
- OGL performance in Linux, FX 5900
- Stereo and holographic rendering
- PN Triangles?
- Poor Performance of NVidia Cards
- Register combiners O_o?
- Catalyst 3.7 broke my fragment programs
- Vertex optimizing
- Triangles Strips doubt
- same scene , different render result?
- VBO slower than immediate mode when Lighting is ON
- cg runtime + ogl
- vertex program + clipping ???
- HL2īs High Dynamic Range Rendering
- omni-direction lights and shadow maps
- About Render to depth texture in ATI Cards?
- texture clamping
- affine dot product depth replace on nv
- what's the meaning of the last parameter of "wglBindTexImageARB()"
- Displaying Depth Buffer
- Save and reload
- Disable Hardware Acceleration
- Basic GPU Question
- Pbuffers and render to (depth) texture
- About Enabling and Disabling texture in Fragment Program?
- Per vertex parameters 4 vertex shading
- depth buffer read
- bilinear interpolation type in opengl
- how to implement a rolling page
- fragment program + shadow maps...again
- Shader objects in 51.75?
- Zoom By Region
- rendering larger images
- wierd scaling problems with textures
- Partially OT : problem with GLUT and MS C++ .net
- Zbuffer
- Retrieve the depth value from depth map?
- depth texture and ARB frag. prog. : only 8 bits of precision
- ZBuffer: Mistake or Problem
- Simple Render to Texture Example
- Stencil Buffer
- nv_occlusion_query Sync Question
- Cloud Modeling question
- Ugly specular rings...
- create fpbuffer(auxiliary buffers)
- problem with multiple lights
- OT: possible bug in Linux drivers
- Texture rectangle and floating point buffers
- How to draw Cube Map's each Face alone?
- Oblique Projection
- NVidia GeForce2/4/FX flickering
- non-rectangular viewport, stencil and alpha
- NV_rectangle_texture & ARB_VP/FP
- the way to implement "page curl" effect
- Bandwidth optimization
- Shadow mapping w/out GL_ARB_shadow
- OpenGL and DirectX
- OpenGL And SDL
- ATI Fragment Program Problem
- OpenGL in multiple windows
- Using SDL with OpenGL and Source Code....
- Retreiving texels and NV_texture_shader
- Enabling glslang in catalyst?
- Direct transfer Depth Buffer to texture
- OT : Carmack reverse is patented!
- OT: Textures for free
- self shadowing even from same projection matrix?
- how make bump mapping with open gl ?
- Shadow Mapping questions
- Eye position values in shader?
- ARB_vertex_program address register woes under Catalyst 3.7 / Radeon 9700
- Rotation Mystery
- Good strategy for nv_occlusion_query and Octree data structure
- glut and icon
- 2d graphics with perspective projection
- gl_Arb_vertex_buffer_object NVidia performance
- texture indirection methods
- order-independent transparency
- terrain lightmap utility?
- Motion Blur Without Accum buffer
- YASMQ (Yet another Shadow Mapping Question)
- High precision depth read on Radeon 9000
- Polygon smooth antialiasing on white background - please help!
- i m searching for an effect
- Highly compatible shadow maps... how?
- buffer reads when window not in focus
- QT equivalent of glutIdleFunc(..)
- WGL_DEPTH_COMPONENT_NV equivalent for ATI?
- My program is faster if music is played :)
- NV40 emulator & NV_vp3
- blending
- Could some ATI user try this?
- VAR to VBO
- Cg To NV_fragment_program performance
- how to program with pixelmap?............
- Combining outputs of multiple shaders
- Speed up numerical computation with OpenGL ?
- NOP equivalent for ATI_fragment_shader?
- Matrox users - Alien Flux needs a quick test!
- How are Ati gl drivers?
- Dynamic lightmapping demo
- Batch design advice requested
- ARB vertex buffer on NVIDIA and opengl 1.1
- how to get PCI device ID?
- radeon 9600 mobility vs geforce go fx
- texture coordinate generation...
- texture map - I can't get the right color
- RGBE8 texture format
- How to temporary disable stereo in stereo mode ?
- VBO's : One big buffer or several small ones??
- sharp projective shadows
- (nvidia SDK, nv_win lib) can someone explain to me whats going on here please?
- Shadow volume problems
- glXAllocateMemoryNV probs GF2 PCI :)
- Writing directly to the depth buffer..!
- Decode z-value in pixel-shader
- sudden ~5 fold slow down after reinstalling os and compiler | win2000 msvc
- texture disappearing on pickup?
- outputting mux to final combiner
- any way to render to a constant depth? shadow volume application
- input / output in opengl application
- No future for Cg ?
- Which texture-formats are usually natively supported?
- looking for: glActiveStencilFaceEXT( ) -- suggestions please -nt-
- running a 8X agp card on 4X port... how much improvement would an 8X port see? -nt-
- Font Problems
- what is opengl1.4??? why is it so damn difficult to find opengl libraries?
- No 16 Bit mode on Geforce 4 ?
- "frame rate" slowing down with time
- Local system rotation
- hardware AA lines on NV28?
- Query Pixel data from texture
- clamp to border on ATI
- blend 3 textures with 1 alpha map
- glCallLists guaranteed to execute in order?
- how to draw a 3D spring?
- undefined reference to `glXBindChannelToWindowSGIX'
- rendering axially symmetric shadow volumes with double sided stencil: issues
- weird bug with bitmap fonts (or maybe rasters) when running on dual monitor setup
- offscreen rendering under Windows
- List of cards with small GL_MAX_TEXTURE_SIZEs?
- are gradients possible in the stencil buffer? ref/mask perhaps?
- headach with GL_ARB_MULTISAMPLE
- how to describe logic
- what is the fastest means to update data in a dynamic VBO? -nt-
- Ideal vertex buffer sizes for various vendors
- Getting Started with fragment programs.
- Printing and storing image
- accum + GeForce 5900 FX + linux
- state tracking in ARB_VERTEX_PROGRAM
- Scene graphs
- Dell M60- what video driver?
- Reflective texture mapping
- ATI Extensions
- Nvidia's nmb format
- Quad Buffer Stereo on HMD
- reading single channel only
- Reflection vector
- Should Display Lists include function calls?
- OpenGL 2.0 Question
- Fastest way to compute a power of 5
- Texturing Quads
- NV_pixel_data_range
- Transparent
- how to rendering EMBM refraction
- Need advice with terrains
- image quality is bad when zoom factors >= 1.0 ?!
- image quality is bad when zoom factors >= 1.0 ?!
- ATI radeon crash on compressed textures
- Java with OpenGL/C++ context?
- Working Ok in Nvidia, but on Ati...... :(
- vertex/fragment program perfomance
- Air Traffic Control Simulation on OpenGL
- Sorting primitives - according to which value???
- VBO problem :(
- POW, RCP, RSQ
- Nvidia or ATI for OpenGL
- Cat 3.8s fix window resize crash
- A question,please
- how to make a line look like a cylinder?
- know a simple method for rendering the silhouette of a perspective sphere? 2d>3d GUI
- How to bind pbuffer to depth-texture?
- Texture
- Fragment program texture filtering
- Vertex Buffer Objects - sample code
- glcalllist
- Img's width&height >= TexMaxSize, how to use Texture mapping?
- Drawing roads and rivers onto a 3D terrain
- A very OT question
- CLAMP_TO_BORDER and ARB_Shadow
- The performance of shadowmap.
- Some line unexpectedly hidden at some angles
- Shadow volumes with external triangles
- Transparent Images
- How to scroll back buffer?
- 3d textures memory size
- multitexture blending question
- the fastest way to get pixels from display card
- volume rendering, view-aligned 3d textures.
- how fast does AGP Bus read data?
- CFormView Assertion problem
- the speed of readback from PBuffer
- Collision detection
- shadow map filtering
- Slug Production : Per Pixel Lighting demos released
- return value from shader
- texture coordinates
- left right up down...
- Yet another tangent space question
- depth test tolerance
- What is that bottleneck
- fragment program and texture access
- seek the offscreen rendering method beside pbuffer
- GLUquadric error using visual studio .net
- Single-pass gloss/specular mapping
- 3D texture and GL_OUT_OF_MEMORY
- How to share Display Lists between different context?
- Cg projective & non projective texture query
- fragment program PK2H instruction
- depth compare results in alpha layer
- Erroneous stencil example or my mistake?
- VBO performance
- Direct Hardwareaccess and Assembler
- problem w/ depth sorting
- VBO slow on nVidia boards???
- Clipping portal polygon by Frustum
- VSD
- glDrawElements going out of bounds
- Order Indep. Transparency & Depth_replace
- inverse projection?
- eye coordinates from modelview matrix
- Replace OpenGL Line Method
- Why would VBO be faster than display lists?
- Removing a rectangular section from a surface
- GL_ATI_pn_triangles problem
- OT: Separate render & cull threads
- Schlick's model
- OT: Timing (RDTSC etc)
- Enabling floating point framebuffers with OpenGL
- ARB_fp perfs again
- Depth Peeling
- vb + opengl component
- glCopyTexImage2D with GL_DEPTH_COMPONENT
- I'm not The One ...
- Which statechanges are omptimized by driver?
- Advanced OpenGL Game Development Book