- Particle system problem
- How can I render multiple child windows at the same time?
- NVidia: Where has GL_EXT_vertex_weighting gone?
- triangle winding.
- State Management
- Transparent background for texture mapped fonts
- gluNurbs and "mapMesh" print out
- testing p-buffers, RTT,... plenty of bugs
- water question
- Bumpmaps...
- Render To Texture pbuffer and Multisampling
- render to texture with texture
- Hiding gluSPhere()
- Official nVidia ForceWare 52.16 and nothing about GLSL
- Urgent: Extrapolate 2D image to give 3D effect
- Depth to texture for compositing
- shadow volume (mesh inside shadow volume of another)
- More than one lightmap
- Release OpenGL before window destruction
- ATI, GL_COMPRESSED_* and glCopyTexImage2D
- multi-pass, dot3 & z-fighting
- GL_BITMAP w/ glReadPixels?
- Polygon Front and Back faces
- Rendering frames of animation. VertexArrays?
- GL_ARB_pixel_buffer_object
- Nvidia's Unified Compiler
- HDR frame buffer blending
- using VBO with Trianglestrips
- Move Stuff in 3D!
- Average luminance of the scene
- Stencil operation question
- Change vertices using vertex shader
- Shadow mapping with Detonator 52.16 - Broken?
- Move an Image with mouse on the scene?
- 3d textures
- SGIS MipMapping and Anisotrpoic Filtering...
- Parametric surface, normal vectors questions
- Motion Blur
- Penalty while uploading vertex buffer
- PLLLLLEASE help me
- CG + Render to texture
- How fast is fast?
- How to draw with OpenGL in memory instead of window ?
- OpenGl Text in Qt3.2
- NVB rendering ?
- Sun & halo
- OpenGL Display Lists and Shaders
- ATI OpenGL and SetWindowRGN
- Boundary Conditions for Cellular Automata
- Halo's Sun
- Selection over a polygonal region
- Easier method for lights in vertex program?
- How can i view the jpeg image in the openGl?
- VBO performance problem (driver bug?) on Geforce 4
- adding diffuse and specular bump mapping
- Rendering a HEAVY load of static billboards
- 3D textures
- Trackball and panning
- OpenGL and Multithread
- Nvidia card texture setting problem
- Fast selection
- Clip space volume in opengl
- Shadow Mapping problem
- Vertical text in OpenGL/Win32
- Where to place texture generators, bindings etc. in C++ classes?
- Is there a way to keep vertices and textures in the graphics card memory at all times
- What's the best way to organize mesh structure - for speed
- Slow gluBuild2DMipmap(...)
- glRotate(), precision points
- ARB_vp & ARB_fp problem
- Is there anyone ever using opengl to create swept volume?
- Selection
- Pbuffers z buffer
- Advanced question!!!!!!!!!!!!!!!!!!!!
- How does the structure of your renderer class look like?
- Problem with glReadPixels under WindowsXP
- Scaling World Coordinates...
- VBO/VP/AttribArrays Horribly slow on GFFx 5200Ultra
- ARB_vp/fp optimization
- GL_LINE_SMOOTH on my laptop
- Access to all video memory
- Halo shadows
- What are the vertex shaders?
- Bounding polygon
- Invalid Vars Passed to OpenGL
- Implementing transformations fot Selection
- OpenGL ASSIGNMENT
- Projective Shadow Has Black Boxes Everywhere
- Shadow rendering techniques
- back/front cliping plane ratio
- image over opengl app??
- How to print the pixels in the matrix format?
- Transforming planes in2 homogenouse coordonates
- MFC Message Loop and GLView refresh
- problems with axis direction
- Loading Textures from JPEGs
- Bluring Texture
- cgGLBindProgram crashes on fp20
- Sunlight and sky modeling
- how to use the glreadpixels() and glgetpixelmap()?
- Please see my posts on nurbs in opengl in beginners forum.
- volume coloring
- My Texture Class + A Question about an Addition..
- Deleting Shared Textures
- need models
- debugging crashes in the DLL
- how to convert 3d to 2d
- White Paper about Vertex Buffer Objects at nvidia website
- Really no way to get the points calculated from nurbs objects in opengl???
- Mesa source code: where are the nurbs surface/curve evaluation function implemented?
- Depth Image Format
- OpenGL 1.5 specs out
- Heightmaps -- generate from x,y,z, coords...
- Tron 2.0 like glow
- When will it be included in the drivers ?
- how to access cg fragment z value
- Where is the OpenGL power?
- i give up - need help with multi-texture
- shadow mapping - pbuffers
- Low framerate in stencil reflection
- How to use OpenGL hardware acceleration in Windows
- OpenGL Texcoord to pixel
- New Red Book?
- Screensaver problem: textures
- F-buffer of ATI's card (excerpt from an interview)
- Image Selection
- ARB_point_sprite & NV_point_sprite on Catalyst 3.9
- Creating a "cloak blur" effect
- cylinder with a hole
- fast upload texture
- Conformance tests for drivers?
- Feedback Buffer
- mipmapping
- combining an image with 3d graphics
- Really need your help... gluUnProject and revolving bsplines around axis...
- ogl-problem
- Use a pbuffer as texture while rendering in another pbuffer
- GL_ABGR_EXT
- POINT_FADE_THRESHOLD_SIZE_ARB
- -ve values for viewport
- different frame rates
- can somebody plzzzz help me with VB & OGL
- Overlay
- histogram
- Fragmentation
- NVIDIA VBO + glDrawElements() bug or feature?
- simple register combiner question
- Texture Quad Font Blending
- Rotation matrix
- i never thought settin a viewport would be such a pain
- do u have opengl source code?
- Complicated question....
- somebody plz plz plz plz plzzzzzzzzzz help
- Topic
- secondary color, ARB_vertex_program, NVIDIA
- Probs with projective shadow mapping
- ARB FP 1.1
- [Slightlt OT] Congrats to 3DLabs
- Relation between buffer(screen) resolution and occlusion query
- FPS working but too fast....
- Post What Video Card You Use Here:
- ReadPixels on ATI.
- alpha test on radeon 9700
- displaying float buffers
- home-made depth fill problem/questions?
- Texture Lightning Problem
- GL_ARB_shading_language_100 support
- Color scales
- Re: simple register combiner question: help!
- depth peeling - back to front
- initializing openGL window
- the "classic" opengl32.dll crash under win32
- VP address register
- vertex & fragment profiles
- GL SELECT MODE urgent!!
- Select only fully enclosed objects
- LOD techniques
- Time complexity with respect to the length of fragment shader.
- Grabbing full screen
- Bumpmapping?
- OT: Threads - why not?
- tesselation issues
- Sampling of 3D textures on Geforce FX faster than Radeon?
- Performance issue with multiple rendering threads- Plzz Help
- rendering an alpha key
- blending : replace color
- Register combiner question
- VBO useless on Quadro2 pro (any driver) ?
- Texture generator software
- ETA for ARB_texture_non_power_of_two ?
- GPU or CPU for Matrix Operations?
- GL_INVALID_OPERATION
- OpenGLed but slow
- how to use vertex arrays with multiple normals per vertex ?
- Same Plane Mesh Optimization
- WGL and fullscreen mode
- WGL and VBL syncing
- stencil shadows in vertex program?
- Fast Rendering
- Antialiasing Problems when using WGL_ARB_pbuffer
- Rendering in a hidden window
- PBuffer - depth component
- Slow glcopy with active antialiasing
- detail texture fading out into distance
- gluLookAt() function
- abt gluPersepctive()
- Help with planar reflections
- Cg lerp() performance on Geforce FX 5600
- glDepthRange problem
- OpenGL regions
- Everything going toward the origin?
- OpenGL without glut
- OpenGL 2 support on Catalyst hotfix.
- Multisampling & NV_render_to_texture
- Could do with some advanced help!
- GLSL & Inverse matrices
- Fastest methods of determination object's screen size
- Correct curvature.
- glFlush in render to texture cubemap pbuffer
- 3D Max to OpenGL
- scaling & translating outline fonts
- Calculating the scissor-rect of a poly
- VAR Equivalent on ATI hardware
- gettin a snapshot of the screen?
- glcopyteximage2d help
- Problems with textures in a renderthread
- One simple question
- Skinning/Blending with T&L
- Wireframe is slower then fill?
- rendering in multiple windows ...HELP
- Taking a screenshot of a moving object and antialias the screenshot
- shadow map filtering
- Latest ARB meeting notes?
- A question about transparency ,deep test,color and light.
- from depth texture to world space
- Texture fast upload
- Linux OGL occassional flicker...
- rtg format in Maya
- Catalyst 3.8 bug - glDrawPixels
- problems getting a screen shot
- volume of N points in space
- What's wrong with my shadow matrix?
- automatic recreation of display lists
- GF 440MX - only 16-bit Z-buffer?
- Bumpy Road
- NVidia Forceware drivers and VBO
- OpenGL and pthread.
- 2 performance questions
- Glow, silhouettes, cube lighting, fresnel reflection, ...
- Angle extraction from matrix