- ATI Ashli for NV3x
- NV_vertex_program to ARB
- Dot3 bumpmapping and specular
- OpenGL Stereo support (NVIDIA - ATI)
- (glut) what is overlay?
- Real Time Env Reflection
- How sphere environment mapping is calculationg?
- dash lines in pbuffer
- display lists with colorscales
- display lists with colorscales
- Some nice screenshots
- Ray tracing on GPU - demos?
- Performance rendering video
- error 1280 with glGetError()
- subregion compressed texture
- (off topic) Regarding game distribution.
- glReadPixels and viewport problem
- histogram in the graphic card
- Superbuffers status
- Bones and Normals-Binormals-Tangent
- How to create and control table in OpenGL
- about projection ! could you tell me the difference....
- VB horror story
- clipping planes optimization for shadow mapping ?
- Happy Thanksgiving Everyone!! Gift Wish Poll:
- Need some help to benchmark and compat test
- Transparent texture mapping???
- How to fight with t-junctions?
- Problem with z-fighting on shadow volumes
- Geometry problem
- CG lerp problem
- How to write number bigger than 9?
- Problems with EnvCombiners
- Please help, shadows
- Type of GL_LIGHT (going from LL of Lights to specifying which gl light...)
- .tga loading for textures, different on Unix (Mesa Opengl) vs. PC?
- Probs loading fp
- Using TexUnv without Textures
- TRIANGLE_STRIP + VBO
- snapshot of my problem with textures
- Pleeeeeease help - Texture thing
- mipmapping issue
- 24b Depth from texture to ARB_FP vector component
- How to access the neighbor texel of a texel in the fragment program?
- "Background" rendering on HT machines ??
- How fast occlusion query ?
- NV_pixel_data_range slow in FX5650go
- texture_env_combine issue with constant color
- Render to Texture vs. CopyTexSubImage
- Urgent Help: How tough it is if I can not use glut?
- what's glx?
- program local parameter still not working?
- eye vector with ARBfp
- Peak Performance VBO
- problems with light
- poor quality with 1D textures
- using VBO for dynamic data
- Weird Artifacts with 32-bit float_buffer multi-pass rendering...
- How to implement this without Glut
- Dual Head Opengl
- Multitexturing problems in pbuffer?
- Need advice - 2d height map terrain with relief shading
- ATI driver crash in fullscreen..
- gl_depth_clamp_nv sample code ?
- Trouble with shadow mapping
- depth_clamp problem
- tex matrix to eye space
- Leafy BSP, PVS, VIS & RAD sources release
- Environmentalmapping: How to calculate the vectors in a vp?
- Regional Transparency
- Driver problems when using glReadPixels(...GL_DEPTH_COMPONENT..) with gluUnProject?
- Simple way to detect hardware rendering on OpenGL+SDL?
- HELP WITH SHADOWS
- using glDrawRangeElements
- NVIDIA VAR Question
- Finding texture coords in middle of poly.
- GLUT and File Browsing with Windows
- minimum pbuffer resolution ?!
- Some questions about shadow maping
- ARB_fragment_program: Float precision
- GL_TRIANGLES and GL_QUADS ->Problem with Smooth Shading..
- Not entirely OT - Monitors
- How to compute the texture coordinates in a vertex shader ?
- setting up data in VBO
- BRDF based lighting
- flat shading
- Cash management of video memory
- Triangulation of concave polys
- makin a part of the scene static
- buffers
- New look opengl.org
- VP Projective texture problem
- 4kx4k pbuffers
- develop Opengl AGP and PCI
- Some performance detective work
- GlSlang / GF2MX?
- Heightmaps - - adding new features
- Optimization of toon shading with vertex shader
- Strange Reg. Combiner & Tex. Env. behaviour
- seek the method of off-screen rendering
- Programmable Vertices
- VBO and new Nvidia driver issue
- texture border / offset
- Optimizing Particles
- Lines "vibrations", Shadow Volume cracks
- How better striptify a model ?
- DirectX Next
- .md2 model loading question
- VBO mapping
- OpenGl overlays in stereo mode?
- Test your card's PBuffer readback speed
- ARB_VBO: driver bug?
- ATI + ARB_fragment_program + ARB_shadow
- Picking: return right value
- nv_point_sprite's vs. Cg Shaders
- glBlendFunc(GL_SRC_ALPHA,GL_ZERO) problem on nVIDIA
- vertex lighting with Cg
- How to texture a RGB image in grayscale?
- lighting problem in movement
- VBO mapping problem
- using glDrawRangeElements with VBO
- pbuffers, glTexSubImage2D and ATI...
- help on OpenGL shading
- About lod on a sphere
- Optimizing performance through glDrawArrays
- glTexImage2D Error on Nvidia GEFORCE
- opengl 1.5, just a quickie
- problems with 2d controls over 3d rendering
- What to use now? (shaders)
- Off-screen rendring with GL and GLU?
- multitextured and lighting NURBS.
- glMapBuffer/glUnmapBuffer question
- glInterleavedArrays() + VBO?
- AGP memory question
- Color Modes
- wglCreateContext crashes on MATROX
- Vertex Cache size on FX and R9700 ?
- render a planet's atmosphere
- glucylinder in cube
- texture unit performance question
- PBuffer/RTT Vrt Prog - Vtx Array weirdness (ATI and NVidia)
- Problem about float texture!
- 3D texture example or tutorial
- arb_fragment_program and lookup textures
- Moving camera position
- perfomance of glMultiDrawElementsEXT
- Pbuffer PROBLEMS
- rendering on texture
- Iterate on previous result?
- Regarding textures on display mode change...
- texture_env_combine question
- GLUT Mouse Functions.. can u use these in a win32 environment??
- Bind GL_TEXTURE_RECTANGLE_NV texture!
- Special texture coord gen
- About VBO mapping...
- HDRI lighting...
- Vertex Array Object
- Using CreateDC instead of GetDC
- Help me with glTexGen
- Smoke effect
- the CPU usage of glReadPixels() and glTexSubImage2D()
- 3D texture performance
- Cost of Enabling/Disabling Depth Buffer
- register combiners vs multi pass performance
- Stereo images
- how to convert a DTE0 file to 3D map
- ARB_vp and Attenuation?
- does Cg work in opengl with ATI graphic boards ?
- NDC-space to Eye-space in ARB_fp
- problems with texgen
- method of copying pixels between pbuffer
- Doom 3
- tiled-to-textures image performance drop
- lighting and aplha blending
- Smooth Fonts
- OpenGLuk
- NURBS + Normals = Suicide
- Getting depth info from alpha-blended scenes
- OpenGL + Windows2000 + Fullscreen + Secondary Monitor
- scale wglUseFontBitmaps after creation ?
- Circular Clipping Window
- 1D and 2D textures in the same project
- ATI bug when working with 1280x960
- Multiple Displays
- OpenGL + ATI + Linux
- textures + DLs
- PFD_DRAW_TO_BITMAP
- G16R16 textures on Radeon ?
- cubemapping, reflections, radiosity...
- Chrome map in OpenGL
- How To Create Lightmaps of a Scene?
- 3dfx Interactive + Glide
- more on cubemapping...
- Wether I can Initialize OpenGL RC in the same workspace for different DC
- Shadow projection mapping - ATI clamp bug & how to blur shadow
- Texture problem?
- native instructions
- Selection speed issue
- ATI GreenBlue Dependent Texture Reads
- quick copy of stencil to color
- ATI, ARB_shadow + EXT_texture_rectangle
- again on cubemap problems...
- Polygon Armies - fast ways to render hundreds of models
- Vertex-Arrays not faster than immediate mode?
- help on the nutty cubemap tutorial!!!
- Shadow maps for infinite light sources
- 2 RCs and 1 DC
- ATI GL Shading Languaje in Catalyst 3.10
- Multiple index lists for vertex arrays?
- Fonts
- massive state-switching
- Advanced feature portability
- geforce performance
- utilizing 10 bit DACs, flipping at vblank?
- billboards
- volumetric fog flying around
- normals
- borland C++ and glVertexPointer
- Lighting in FPS games
- internal format
- Two questions about PCI express
- One of those AAAAAAARGH moments
- Higher C++ interface for OpenGL
- a little "strategic" help
- pre-filtered lookup without EXT_paletted_texture?
- GL light attenutation
- god appeared -> we have mods. ! am i drunken ?
- use a same texture in different RC
- vp performance
- problem with libjpeg under MS VC++6.0
- What is a shader object ? and how use ARB_shader_objects ?
- More than 10 Control Points for Bezier Curves?
- copy pixels between RC created in different thread
- Matrox Parhelia GigaColor
- Is there a way to calculate the 3d coord from screen coord?
- edge detection for several rects
- Changing Screen Resolution - Opinions
- Drawing quads quickly
- problems with dot3 bump mapping
- Bump mapping technique repository
- vector rotation
- glAddSwapHintRectWIN
- Own texture Filters
- Basic C+ and cc question
- how execute the program in software ?
- 32 bit bmp
- How to use texture in 128-bit-color pbuffer?
- Cutting away parts of a model.
- how to bring up console windows using a win32 environment??
- Only 4 muti-textures pixel on FX 5200?