- triangles in vertex array
- dear Moderator : dorbie...
- Why openGl
- totally OT
- seek the documents about the relationship of OpenGL & multithread
- Depth Shadows
- Setting 3 differents indices for VP
- Is something wrong with this?
- bump mapping specular exponent with ARB extensions
- Self shadowing for a single polygonal mesh
- Nvidia CG on ATI
- BSP Trees and sphere collision detection/response
- Problems texturing a sphere
- ARB_texture_env_combine and destination alpha
- H/W Acceleration
- two-sided lighting in vertex programs
- Q about glDrawRangeElements
- occlusion culling without extension in two passes ?
- using WGL_ARB_buffer_region, could someone help?
- what happened when gl rendering window is hidden
- Fast way to draw polar data with smoothing???
- How Starting OpenGl
- Can one use both GLslang and ARB_vp/ARB_fp?
- Initial states
- Performance issues w/ VBO on nvidia
- 3d studio max 6 and opengl
- creating normal maps
- paper about GPU
- mirror using shaders
- why use Texture on bitmap failture
- How to draw lines on a window?
- PixelShader Questions
- FAQ
- Why 3D texture functions are missing?
- deleting previously saved buffer region on the video RAM?
- gluUnproject problems
- normal mapping
- Call for Jwatte to be chief moderator
- GLslang: no reuse of shader objects in other program objects?
- Fine using NVidia, white using Radeon
- ARBfp subset on GF2
- Dear Santa Claus
- latest opengl32.lib, glu32.lib & *.dll files??
- Text for a text field
- Light vector for per-pixel lighting
- about higher precision normal maps
- vertex program thoughts and questions
- VBO Performance with Cat 3.10
- lighting problems
- How to determine the pipelines' number in program?
- how much video memory is used by framebuffer?
- Stencil-buffer shadow problem - coloring of the shadow
- moving a rectangle in a terrain
- glDrawPixels Access Violation
- limits of VBO index array length/ geometry cutted / bug ?
- How to 'cut' a polygon using the mouse?
- RGB
- CG and ARBFP trouble
- Driver bug reporting to nvidia and ATI
- HW skinning
- Surface Transparency Using Textures?
- copying a 3D texture using glCopyTexImage
- once again water..
- Processor specific math operations
- Next generation of Geforce and Radeon
- Textures vs. light Geometry
- using basic opengl rendering results for software rendering
- GL_ARB_occlusion_query
- texture formats for fx and radeon
- AGP Mem allocate
- problem of glReadPixels
- Texture Units and filtering
- Cubemaps
- Basic shapes ......
- how to share texture between glrc
- the depth buffer and transparent polygons
- ID buffer, normal buffer,(u,v)buffer
- doubts about cylinder
- Need in cg->GLslang convertor!
- Vertex and Fragment program: application
- min, max depth value
- nVidia: Bug with s3tc and automatic mipmap generation?
- NV: Pixel Data Range crash
- How to know if i have overflow of the Video RAM?
- fragment program Don't support GL_POINTS£¿
- to have better results
- The Projection Matrix
- Depthbuffer & glColorMask
- ARB_Imaging in hardware
- Implementing whole GL lighting equation
- VBO Crashes with TNT2
- Lots of small textures or fewer large textures?
- real-time FUR.
- ortho+perspective : depth problems
- terrain generation for a war-tank game
- one lil question about shaders.. and about GeForce crashing my pc...
- Automatic Light Placement
- Real-Time Soft Shadow Volumes
- Octree speed slower on faster computer, odd??
- time consumption of OpenGL work
- need some ideas for simple Zooming
- Fragment program precision
- Pixel Shader Initialization Failed
- OpenGL process lock up
- Mulittexturing
- state changes
- Very strange problem about display list
- Lighting used in a war tank game
- problem in implementing display list
- world space z-coords from depth buffer...
- Why SwapBuffers slows down the performance?
- Blending and float buffer
- client state vertex
- void DrawElements in client state vertex
- Engine structure
- dependant texture problems ARB_fragment_program
- glGetTexImage not working...
- glOrtho + gluPerspectve: depth problems v2.0
- Wierd Diffuse Light with Vertex Shader
- Weired stencil shadows
- cel shading with glColor is that possible ?
- Large Vertex Array Crash with VBO
- better bump mapping
- Clipping planes with Cg
- Bump map flitering
- Texture Coord for a point on the edge of a triangle.
- Depth buffer in multipass algorithms
- Vertex array corruption
- How to render leaf textures smoothly?
- VBO related crash
- Clipping diffs on ATI & NVIDIA
- Water in ATI "Chimp" demo
- multipass rendering and polygon bleeding
- color format
- VBO Compabilty
- GL_MAX_TEXTURE_SIZE
- drawing without rendering. is this possible?
- .NET with OpenGL... Is it worth it?
- 3D Textures in GPU(VPU) memory only ?
- Are there any free downloaded RAD TOOLS
- Why FPS for my integrated video cards (SiS) is lower than 60?
- opengl fragment shaders...
- interpolate 2 textures - mission impossible?
- [Shadow Volume] Why models should be closed?
- Vertex cache in GeForceFX
- A BSpline over a surface
- Yet another question about DOT3 bump mapping
- Clipping problem, or at least I think so.
- line offsets
- ARB meeting notes posted
- on-the-fly normal map generation
- OpenGL drivers on Matrox P650
- what's the use of the alpha value of a texture
- LOD and strips
- Rendering the gun in an FPS
- Printing in Borland C++
- x-ray rendering
- Menu in OpenGl
- display lists (slow down)?
- nv_fragment_program inside arb_fragment program
- 2D CAD for open GL
- NV_RC or ARB_FP?
- nothing appear using GL_FILL
- first person point of view on walking bubblehead
- compute the depth value explicitly
- Half-Life 2 to 3DS MAX 6 importer released
- fragment program performance question
- new shadow mapping approach
- VBO: gl*Pointer invalid after dereferencing?
- 4 textures interpolation on 2 texture units?
- OpenGL Performance boost and questions
- Saving bitmap from openGL output, difference between original and bitmap?
- Textures bound to data/video streams
- problem with refresh rate on multiple viewports
- Texture environment
- a shadow production algorithm
- What do you think aboud dual parabaloid shadow mapping ?
- Extensions problem...
- Finding the tangent vector
- How to render without flickering?
- Real-Time Visibility Computation
- VBO Performance Strategy
- Strange behavior in GLUT Key Up/down
- dot3 bumpmap
- Error in OpenGL??
- Best way to highlight an object?
- how to implement the "pixel spice" effect
- reflection mapping. Strange problem.Please help.
- rotating and moving camera for FPS
- WGL_ARB_multisample example?
- nailboards in hardware
- range of float point numbers in the pbuffer
- gluSphere
- Vertex visibility
- Fast render of points in a texture.
- NURBS TESSELLATION
- GL_DEPTH_CLAMP_NV extension
- Accessing a portion of an uploaded texture
- Multitexturing and vbo
- OpenGl based 3D editor & BSP compiler
- : To redraw the particular object inthe jpeg image on the opengl screen
- Help NEED!!!
- Strange loss of performance
- glClipPlanes and flickering ..
- pixel shader manuals
- Please Help.. Picking on 3D Terrain..
- Question about index-buffers
- remote OpenGL crashes on Solaris
- Post again: Help NEED!!!
- Eliminating window of glut
- PN Triangles
- complicated polygons
- Hidden Line removal
- How to pack floats in a float texture.
- All goodies in 1, 2, 3, ..... passes?
- HOWTO: making dynamic reflections w/ Pbuffer
- resource equivalence
- strange ATI_FRAGMENT_SHADER + 3D texture behaviour
- fragment program: projective texture mapping
- Issue with rendering on GF2, GF3 in fullscreen mode only
- Early Z-buffer test with fragment programs/shaders
- GL_ARB_fragment_program and glDrawPixels
- Vertex Array Optimization
- video buffer question
- my tangents?
- depth buffer copy
- Non Visibility while rotating
- help needed
- Fast Texture 1024x1024
- how to unlock 'Additional Properties' in ForceWare 52.16?
- Robust stencil shadow volumes
- quake 2 source and programming info
- grabbing videos from OpenGL (slightly OT)
- bump mapping and triangle strips
- Dawn demo for ATI Radeons
- ARB_super_buffer extension
- Choppy and tearing... I don't understand
- Accessing a VBO inside a display list
- Just curious
- Water mapping
- Rendering artefacts on some cards
- Copying Borland C++ and OpenGL source codes
- OpenGL GeForce3/4
- Memory buffer update
- KIL Instruction?
- Render slices of 3D texture
- simple fragment program question
- 3D Text
- texturing terrain
- Fragment Programs