- PDR strange behaviour...
- accessing shadow map
- PCI Express - Is anything going to change?
- blanding and 32 bits float textures
- Curves and surface interpolation with NURBS
- Can I do these with shaders?
- NV_register_combiners vs. shaders
- problems with drawing mouse cursor!
- Volume texture problems!
- exe file...
- Performance Question
- about the lod of a shadow map
- different textures in pbuffer
- problem of glReadPixels
- Limits of nVidia PDR (pixel data range)mode
- Please test our OpenGL game (screenshots and download link inside).
- OpenGL 2.0 news
- Damn Excited by Next Gen Hardware :)
- PBO
- VBO issue on GeForce 4200 Go (det4487)
- Problem Binding 3D texture?
- LOD Selection
- pls help to print
- PBuffers performance problem
- procedural water and caustics
- VBO Limits?
- why speed decrease when using Lists or vertex pointer
- GLUI Problem
- WGL_TEXTURE_RECTANGLE_NV problems
- Pbuffer read backs
- Orbit camera
- using GL_FLOAT for texture targets
- Trouble with display lists and intel cards
- glDrawPixel problem
- Image Maths
- shadow question
- OGL Fullscreen
- off-screen rendering
- Undesired clearing of the front buffer
- gl lighting and camera rotation
- OpenGL and multiple threads
- Depth component texture precission problem
- Controlling Antialiasing and anisotropic settings in driver
- multiple bezier patches
- glCopyPixels for depth buffer
- How do I identify the point beyond the object?
- Gamma correction
- Backbuffer alpha test
- Perspective shadow maps
- OGL App cause Tooltips Pblem!
- gl_ext.h, and arb_precision_hint
- VBO krasch
- Camera Issues
- glActiveTextureARB issues!!!
- OpenGL Rendering
- Texture memory issue
- NV_float_buffer
- >>> Intermediate vertex buffers
- ARB vp question
- Brightness/Contrast
- glu_tess_combine vertex_data problem
- VBO + selection buffer = crash on NV 56.64
- what is GL_NVX_conditional_render?
- disable multitexture/uvs when done?
- GL_CONSTANT bug in 56.64?
- VBO & element arrays for tri strips
- glSampleMapATI
- OpenGL Swap Buffers Blocking.
- EXT_render_target discussion?
- EXT_render_target
- How to turn on/off light between 2D and 3D object
- How to use new extension (render_target)?
- 3D Texture Optimizations
- perspective correct texturing and projective textures
- Nvidia Cg krasch
- render to texture: storage ?
- Reflective bump mapping
- Will PBO fix glDrawPixels?
- a question about texture coloring
- GL_TEXTURE_RECTANGLE_NV and S3TC
- NV38 & NV35 all the same?
- Printing OpenGL Graphics
- Specular per-pixel lighting problem
- Per vertex static color and dynamic alpha
- "Drawing" 32 bit directions
- How to load a 3ds max file into OpenGL?
- problem about the parallelism of OpenGL
- texturing earths image on a sphere
- Buffer Object Copy
- TexSubImage2D woes...
- copying from pbuffer to window
- Bitmaps
- gl_arb_point_sprite and billboarding
- Does NVIDIA card support "WGL_ARB_make_current_read"
- ATI cat 8 and RC1 driver crash
- Weird rendering behaviour
- Masking a portion of a model
- How do I get shading info?
- Refraction/Reflection
- passing multitexture coords to vbo's
- Eyefish matrix?
- Which spec defines generic vertex attrib
- share textures among RCs in different threads,is it possible?
- Buffers
- hide openGL window
- hide openGL window
- nv gl version(cass)
- GLSL wher is it...?
- z-bias formula
- Performance issues texbind / DisplayList / VBO sort
- bump mapped water/reflection
- which method should I use:RTT vs CopyTexSubImage()
- retrieving pixel coordinates
- PFD_DOUBLEBUFFER and resize crash
- Loading 3DS files
- Vertex Buffer Object's Mapping
- fragment shader multiple texcoords input
- switching bettween textures in vertex arrays
- Stroke based rendering
- HDR Rendering
- NV_fragment_program2
- OpenGL ES v1.1 survey on Matrix Palette size
- input/audio/windowing system
- Bitmaps Drawing
- using DirectDraw output as an OpenGL texture
- glDrawPixels (or how to lose your time infinitely)
- numbers range
- alpha testing & lighting don't go together
- glInterleavedArrays
- Gtkglext how to make?
- NV40
- let GPU and CPU all busy
- ARB march meeting notes
- Newest GPU: NVIDIA 6800 Ultra , link in message to find out all about it..
- glDisable generating an error on NV30 cards
- Problem building a heat effect using a particle engine (with screenshots)
- Inverse Transforming Pick Ray
- mouse coordinates
- Problem with direction constraint
- Register Combiner With FP ?
- UnrealEngine 3
- 3D Models with Texture Coordinates and Texture images
- DestroyWindow makes DDERR_SURFACELOST
- texEnv
- need help with this rotation problem
- Increase search limits
- OpenGL camera
- How to compile under Linux
- Water
- Calculating face normals
- volume rendering and combiners
- About glutPostRedisplay()
- pixel shaders in Geforce 3 ??
- Lighting and Shadows in pre-rendered scene..!
- Need help setting blending for lightmapping
- flip pdf pages
- extensions dependancy question
- Apply a marble like surface to Quad
- Matrix composition
- gl/image.h?
- Writting a 3d engine
- CSG with OpenGL
- OpenGL: Windows vs Linux
- NV40 glReadPixels..
- ARB_FP execution:before or after depth test?
- Where wglAllocateMemoryNV belong?
- glTexGenf - Problem .. the old story ..:(
- Mesh Problem
- z-buffer problems
- vbo, multidraw, ati
- Immediate Mode vs Vertex Arrays vs VBO
- Hidden Surface Removal!
- Blending the accumulation buffer into the color buffer
- z fighting with arb_vertex_program
- Fading from one scene to another
- real time image display
- Cone Navigation
- Superbuffer vs. VBO/PBO/EXT_render_target
- building up an height map
- a GUI for writing shaders
- ForceWare 56.72 great precision BUG [EDIT: no bug...]
- getting the Ortho
- updated EXT_render_target spec (rev 2)
- OpenGL / QT / fullscreen
- Mixing fixed function and vertex programs (shaders)
- VBO pereformance questions
- RFC: buffer description language
- GFX:Depth replacement bug?
- Problem: projective texture matrix with shadow mapping.
- gluUnProject returns wrong values
- NV_half_float?
- draw part of VBO?
- Rendering Arcs and stipple patterns.
- ReadPixels from "offline" memory!
- Camera Normal { viewing Volume Collisions }
- stencil buffer question
- diffuse bumpmapping with ARB_vertex_program
- render without creating a window?
- SlangFX anyone interested?
- PBuffer & Texture Sharing
- Graphics card capabilities for DEVELOPERS
- error message: error in last display list
- GL_NV_register_combiners -> GL_ARB_texture_env_*
- geometry instance (geometry shaders)
- Projective texturing: mapping screenspace pos -> (u,v)
- vendor independent instancing support for opengl?
- pb with pbuffer
- Problem loading NVB files
- NVIDIA Occlusion Queries makes me MAD!
- Multitexture Question
- Fragment Reproduction
- vbo's = bad lighting
- Random RGB Texture in ARBfp
- Shader Emulator
- Single texture on multiple triangle strips
- Terrain with Multitexturing and Texture Blending
- Grid generation for an complex polygon
- simulating fire in opengl - cant remember link
- pbuffer transparency
- Apply gradient over mesh of antialiased primitives
- Unique ID Colors for Primitives
- Flashing in Full Screen?
- TexSubImage to bound pbuffers?
- global storage register(s)?
- Textures stretching
- 3d line intersection on the same plane
- GL_ARB_point_sprite problem
- wglCopyContext between pbufffers?
- gtk
- fractal tree
- Problems with NV_Occlusion_Query
- Crystal Space is looking for engine/OpenGL programmers
- Shadow maps problem with ATI
- Depth-Buffer -> Frame Buffer
- Picking Technique Opinions
- Load xyz files
- Opengl Shaders
- pbuffers not thread safe?
- OpenGL On ATI vs NVidia
- Dynamic/Streaming VBO: how to use? how do they actually work?
- Advances In Realtime Graphics.
- Octrees+Frustum Culling+Occlusion Queries
- Best technique to render the same model in different locations
- crazy idea...
- how to take the two different textures into one texture?
- New Seamless Texturing Technique
- how to load files saved as following formats into OpenGL application--Need help!
- How to test whether a point is inside or outside the closed face?
- Shadow Mapping
- sound in OpenGL