- read buffer crashes in separate thread (nvidia)
- Point light VP -> Spot light VP: ?
- Mapping surface to non-continuous vertices
- Sanity check please
- Anti-aliasing and glReadPixels(..GL_DEPTH_BUFFER...)
- pan and zoom window
- Shadow mapping with OGL 1.1
- How to create a console window in Win 32 for direct user input?
- Write object space coordinates during rendering?
- Why Nvidia remove glVertexWeightPointerEXT from 53 drivers
- gl to uniform parameter binding semantics
- visualizaing solids and lines
- What in the world am I doing wrong??
- wglMakeCurrent() - memory problem?
- Using standard fog for transparency
- Materials, DOT3 and Combiners
- Inverse Matrix
- Use the same Color for a set of vertex
- Overlapping Viewports
- send planes to card
- Clipping contour?
- ARB_shadow & fragment programs
- fix lightmap artifacts in self-shadowing bumpmapping?
- How to reduce number of triangles in md2 models
- problem
- Why are my VBO's going so slooooowwww?
- about adding weight in gluNurbsSurface()
- VBOs and reg vertex arrays
- Two issues with VBO
- displaying hundreeds of md2 models
- OpenGL 2.0
- procedure texture mapping
- Trouble with alpha channels in textures.
- How To get VBO datas from the GPU?
- how to implement a chroma key?
- F-Buffer?
- Convert a DirectX pitch, yaw, roll into an OpenGL rotation
- Texture coord generation for generic mesh.
- Video and OpenGL (and YCrCb)
- glCullFace and z-fighting?
- lighting problem
- glRasterPos, glBitmap, and GL_IBM_rasterpos_clip
- Triangle culling problem ... ATI
- NV_fragment_program question
- precision problem of fragment program in GeForceFX
- need help to build 3d object
- ARB/NV fragment program performance numbers
- vbos performance issues.
- wglChoosePixelFormat for WGL_ARB_render_texture
- Depth Clamping problem
- OpenGL Shading Language book 02/20/04
- display lists slowing down no-zbuffer rendering?
- problem about the multi-pass Render-To-Texture
- Speeding up repeat rendering
- what's a texture indirection?
- Masking + Fog.....
- Separating Specular Color
- when will software renderers be viable?
- Double buffered incremental updates
- Tiling Sub-Textures
- GL_ARB_point_parameters
- Shadow map artifacts. Need help
- Exact glFinish and glFlush semantics
- NV_point_sprite & POINT_SPRITE_R_MODE_NV
- How to copy directly one texture to another
- SkyBox, VAR, VBO
- KTX_buffer_region
- planet texturing
- Error with PBuffer
- Mipmap levels and video memory
- one inside another
- Problems with VBOs again ...
- Performance Question
- ARB_vertex_program and the fog coordinate
- Problem with Cg profile ARBVP1 and nvidia 53xx drivers
- picking problem
- gluPickMatrix problem
- GLUT: Fatal Error depending on who's logged on
- why the glGetTexImage() can not work with glCopyTexSubImage2D()?
- Attenuated PPL + ..... = ?
- Texture Crossfade
- address of a texture in VRAM
- how to EMBM on Radeon
- Parallax mapping troubles :(
- another thing about parallax maping
- Got a 128 bit texture mipmapped. How can I load it back into an array?
- wglCreateContext exception
- Quick question on data transfer
- GLTrace and extensions
- glTexSubImage2D
- source code of TriDComm released
- faking specular highlights?
- Need ARB_fragment_program emulator
- 3dsMax Loader?
- Benchmark results on VAs, VBOs & DLs
- when is texture data loaded into texture memory
- Porting Linux code to NT
- Y-axis-only fogging
- linux and windows extensions
- Obtaining remote rendering context
- texSubImage.. 50 MB /sec...
- Drawing a mixture of opaque & translucent panels
- Hardware Skinning Question
- glCopyPixels on Radeon?
- OpenGL and multithreading in Win32
- How to get the position of the object inserted in displaylist?
- How to copy one displyList to another displayList?
- How to drag object in opengl by mouse?
- Implementing DOT3 bump mapping
- GL_ARB_texture_cube_map with RADEON 9800 PRO
- glext.h errors
- huge terrain rendering
- how to manage multiple pbuffers correctly?
- how can i blend results of several passes in a fragment program?
- gluLookAt transformation
- Optimization for vertex cache
- Vertex alpha 0.0 - 4.0 ?
- Get Normal and TextureCoordinate by mouse via ray picking?
- GLBench
- DeltChrome OpenGL support
- Vertex arrays and multitexturing.
- How to use Callback fuction in gluTessCallback?
- another VBO question
- Render texture as points?
- Adding one more object causes others to disappear.
- VBO, float and ATI
- How to use summed area table algorithms in OpenGL?
- How to transfer a bitmap to the stencil buffer
- AVI file
- Shadow volume generation
- 3d models
- ARB_point_sprite - where do I start?
- Who can offer me the source code of realization of summed area table in OpenGL?
- Z-fighting problem with vertex programs and shadow volumes
- Hardware accerlarated texturing.
- More control for texturing
- Textures question
- closed bezier circle curve
- Dets 56.55
- OpenGL ActiveX Control
- HRC and HDC,s
- manage your texture better!
- VP/FP 2.0
- Render to Texture and Multi-sampling
- problems with 1-value texture mapping
- PDR, fast memcpy
- Render to DIB
- bullet vector lookpoint
- Float texture CopyTexImage2D problems
- Multitexture terrain with lighting using 2 texture units in 1 pass
- rendering polygon elements edge-on & polygon offset
- Reflection Question
- why glDrawRangeElements doesn't work with PFD_DRAW_TO_BITMAP
- Alpha test and early z test
- again on displacement texmap and lokup cubemaps
- Translation problem
- How to get opengl working in Borland
- Texture Replication
- Stencil shadows artifacts
- view aligned slices
- .NET OpenGL
- face normals or vertex normals
- VRCAI 2004
- Front Rendering & ATI Radeon
- what is your favorite profiler?
- walking on a planet - problem
- GL_OCCLUSION_TEST_HP = frustum culling ?
- OpenGL and 3D stereo
- Question about display lists and performance
- help! How to i compute the bounding x and y coordinates
- glGetFloatv(GL_MODELVIEW_MATRIX, mat)?
- openGL & Turbo C
- depthBuffer, non linear values !!
- GeForce FX 5200 runtime error.
- Screen coordinates in the programs
- sperm, snake, worm movements
- the performance of blend operation
- GLSlang and resource virtualization
- PBUFFER!!!
- High Res Terrain
- floating point 32 bit to 16
- Where to find new driver for notebook?
- GLUT link error !
- Display List Stuff
- rubberbanding in opengl
- Help! Open GL Animation background music?
- GLIntercept v0.2 (a GLTrace like program)
- Program running at different speeds on different graphics cards
- vertex visibility test
- help me with GL_EXT_texture_env_combine?!
- What is the fastest way in landscapes making?
- Problem: twisted extrusion
- CubeMap using PS and VS
- VP rotations
- Geometry,Texture cord. Export
- glDrawPixels and texturing
- Manipulating color buffer
- counting the no. of pixels within a bounded area
- fp slowdown.. is this normal?
- how to use multi-surface of pbuffer
- multitexturing...
- advanced terrain texturing
- black holes
- Cube maps for normalization
- Trouble with glDrawElements
- GeForce FX 5900 support GL1.5 and GLSL?
- Transform to Tangent Space
- glGetFloatfv(GL_INVERSE_MODELVIEW_MATRIX) ?
- Fast acess pbuffer or texture?
- !!VP vs !!ARBVP
- How to protect OpenGL program ?
- depth buffer info
- UV texturing, what is the secret ?
- size of normalization cube map
- Bitmap Character Problem
- registry hack for SGI OpenGL (Software renderer)
- Pbuffer Quality
- Query OpenGL Support
- Storing window/viewport data
- Wierd artifacts with penumbra maps
- pushing/popping attrib array enables
- fog question
- Not releasing Texture Memory
- about wglgetprocaddress()????
- upside down cubemap
- scissor test and fragment program
- vbo+point sprites+ati=need for valium
- VBOs and Display Lists
- Multiple craphic card rendering with PCI express
- Texture Filtering and Indirections
- Fast copy from back buffer to back buffer?
- Fog in vertex program
- Cutting One Hole in a Shape
- Check if point is in frustum.
- About OpenGL performance on UNIX
- Voxels in OpenGL :(
- mirror - order of transformations
- Superbuffers...
- Render to Vertex Array with VAR/PDR
- Line Antialiasing + Polygon offset
- 3Dmax exporter problem
- Clarification regarding glClipPlane
- How to use ATI_draw_buffers?
- VBO problems on ATI card
- Dependent texture read on GF4
- Point sprite driver problem (?)
- Radeon9000 (mobility) internal texture precision is 8 or 12 bit?
- help about opengl in MSvc6.0,thanks
- display list performance on radeon
- NV VAR renders while CPU's free