- How can I determine if a line pass through a exist face
- pbuffers + RGBA16
- lit texture decals
- EXT_draw_range_elements: Driver optimisation
- mipmap generation using Cg & pbuffers
- GL_RESCALE_NORMAL and GL_NORMALIZE
- Picking Problem (ATI boards only)
- Possible? Usefull?
- How to display Chinese?
- user clip plane + fragment program performance
- query capabilities
- Multitexturing to Multi-pass texturing
- Is this correct?
- loading dxf
- wglMakeCurrent leaking?
- All-frequency shadows
- 3D texturing artifact problem
- lighting problem
- Menus with Opengl ! Important ! ;(
- Display lists and vertex skinning
- Stencil shadow problem
- expensive states and sorting?
- VBOs: Various questions
- Visualization effect on OpenGL ?
- using gl_ext_texture_env_add and gl_ext_texture_env_combine
- Shadow Map Texture
- Shadow Mapping Ambient
- What could be wrong with OpenGL calls? (ATI)
- general shadow question
- getting texture format
- artifacts on screen using ati 9600 pro
- Multiple cards in one box.
- Radiosity Normal mapping
- GeForce 6 Series OpenGL extensions posted
- Menu in Opengl !!
- Bad pixels in PBuffer for some viewport sizes
- hair rendering
- Extreme Slowness
- Direct Rendering
- Infinite Line and Homogeneous Coordinates
- glut and ARB_Multisample
- How to handle unknown exaption from gluTessEndPolygon function?
- Percentage Close Filtering woes
- the bug of pbuffer in NVIDIA card
- onKeyUp
- 2D rendering
- One more hit on OpenGL?
- Question about indexArray types
- RTTCBB glCopyTexSubImage2D Proper Usage
- Unhandled exception( ATIOGLXX.DLL ) : 0xC0000005: Access Violation
- Cheating vol 2???
- gluNurbsSurface() help
- Achieving quality postscript
- depth [min-max] accumulation information
- 3d Text & world vs. object coordinates
- perspective division
- Altering texture coordinates in a shader
- The future of vertex + fragment programs
- nurbs and selection
- possible to use color of first pass in a second pass mtex combine?
- Soldier of fortune opengl probleme
- Matrix trans & rotations
- OpenGL cripples soundput.
- tiny stupid NV_vertex_program doesn't work :(
- Fatest method of rendering geo?
- Shadow mapping without hardware support
- new spanish tutorials on codepixel
- Pixel Buffer Objects are very slow no?
- Menu with scroll ,opengl
- My glReadPixels do not work ?
- Good method of boned animations?
- Keyframes and VBO
- No programmer skill
- glSampleCoverage
- NV_float_buffer and GLSL
- glCopyTexSubImage2D broken on ATi?
- Normal maps
- glGetTexImage unsupported by ATI drivers?
- Rendering large amount of text.
- ATI pbuffer slowdown
- Display lists & wglDeleteContext
- TEXTURE_FLOAT_RGBA_NV error?
- blending multiple RGB textures.
- render-to-texture with multisampling
- Help with gluNurbsCurve !!
- Cubemapped skybox problem
- High precision single component render to texture?
- Fences problem
- Heightmaps, tiles and 3D textures
- Displaying large textures
- reliable way of rendering ?
- multitexturing - per vertex alpha
- GeForceFX vs QuadroFX
- Problems with lighting..
- how to capture output from an Opengl application in a video file?
- March'04 meeting notes
- Simple BumpMapping Question
- Problem with ARBMultisample (FSAA)
- getting Texture Coordinates from view
- new metaballs tutorial
- Multiple X connections for multithreaded rendering?
- Help with texture rotation
- weird program slowdown
- OpenGL clipping
- depth and stencil buffer
- Converting RGB Color to UV Texture
- OpenGL, GUI question?
- _SAT free?
- Creating teapot more than once
- How to measure rendering time ?
- OpenGL blending equations
- radiosity realization
- Blending and Multitexturing
- PBuffer performance / WGL_ACCELERATION_ARB
- OpenGL power requirements..
- depth buffer sharing with pbuffer
- Maybe use GL_STENCIL_TEST ?
- Maximum point size
- Interdependency between applications at Pbuffer problem
- Texture Lod Usage
- NVIDIA NV40 Developer Workshop
- Quaternions and translation question
- Counting # of pixel writes
- Mapping of Vertex Formats to DMA Streams
- NVIDIA Powerwall
- NVIDIA Powerwall
- Do drivers cache local copies of textures?
- PBuffer Back Buffer
- shadow mapping (texture matrix gen)
- Render Device selection and information
- depth-mapped cube maps
- Problem with large coordinates
- OpenGL support in WinXP64 and/or Longhorn
- Fast loading of large 3D textures
- handling dynamic texture objects
- NVIDIA driver bug?
- NV_primitive_restart anyone?
- gluBuild2DMipmaps replacement code
- Spot light with shadow volumes
- how to place objects into video card memory ?
- A thought about that hype on realtime displacement mapping
- Ray casting
- result.pointsize in vertexprogram
- HELP!!!!!!!!!!!
- Multisample pBuffer?
- Bug in NVidia drivers of Geforce FX59xx series in pBuffer depthtest
- bumpmapping in the darkness
- Replace texture colors in real-time
- Offset bumpmapping questions
- opengl Multitexturing and performance
- Background rendering?
- EXT_multi_draw_arrays + ARB_vertex_buffer_object. = insania
- a slow down problem
- ATIs new normal-map compression
- Problem using EXT_multi_draw_arrays + ARB_vertex_buffer_object
- Texture problem with new Nvidia driver
- Cross section textures
- disable twinview and desktop spanning
- motion blur using c programming
- stream/dynamic VBOs and performance
- I need urgent advice! - Graphic cards compatibility.
- Bug in Catalyst 4.6
- problem of compling OpenGL+SDL in MS VC++6
- texture objects and units ..
- maximum temp registries
- Pbuffer allocation problems (w trimmed sample app)
- MultiTexture and VBO
- mirroring surfaces
- strange behaviour of ambient color with fragment program
- Shadow Volume Speed
- Dynamic cube map generation and rendering
- Best draw method for small multipass scene?
- What games use ARB_VERTEX_PROGRAM or ARB_FRAGMENT_PROGRAM at now?
- Multithreading problem
- WGL Message:WGL: __wglDDrawSwapBuffersBlit: Blt: DDERROR = DDERR_GENERIC
- MipMap Problem
- Linker errors help
- OpenGL rasterization
- fragment shader instruction cost table (NV/ATI/etc)
- pbuffers problems, again.
- glow problem
- ogl linking question (windows)
- Point-lights shadow mapping
- Streaked Particles
- PCI express readpixels performance
- Cat 4.6 VBO and window resize bug?
- Sharing a GL texture between DLLs
- recording avi/mpeg with linux
- custom blend function
- Draw depth buffer
- fixed pipeline and shaders prgs.
- glDrawPixels on Matrox Millenium G450.
- Fish Eye
- glReadPixels speed
- threads & pbuffers
- VBO and threads
- Getting Viewing direction from World Matrix
- Transparent Window Demo
- Real rotations.
- tangents and binormals ...
- edge-blending overlap
- Is this an aliasing issue?
- float RTT on ATI
- Render to texture projection onto plane
- Difference among the versions 1.5.0 and 1.5.1
- Render to Texture with cg problem
- Optimizing rendering of particle systems
- VBO Q
- Shadow Volumes Problems! plz help! NEW!! with screenshots and Demo!
- Texturing my terrain - how to?
- shadow mapping with 2 light sources
- What is GL_EXT_texture_rectangle? Why not ARB_texture_non_power_of_two in Catalyst
- glTexParameters and multiple textures
- Why my OpenGL program uses Microsoft GDI renderer instead of my GeForce 5200
- brdf ..
- OpenGL *.spec files and other Ada stuff
- point light with per pixel lighting
- get* block?
- Cutting a rectangle out of a texture
- Fragment program: TXB and TXP?
- Strange Rendering Artifacts
- First steps in Stereoscopic on NV GF 5600xt
- pointer on buffers ?
- Making black background transparent in RGB texture
- pbuffers: to share or not to share
- what is standard opengl still good for?
- Multitextures questions
- Accelerated offscreen rendering?
- Performance drop in new driver
- Apple Aqua flurry port to XP, hidden OpenGL fps limit in XP
- doing exact box-filtering with pbuffers
- splitting polygons to make them fit into an octree
- GLIntercept 0.3 = GLSL + Display Lists and more
- glDrawElements problem
- Problems with glGetTexImage() & cube maps.
- Multitexture and color
- Volume fog with multitexturing.. not working
- x800 floating point blending
- Mipmapping and MultiTexturing
- Restoring state when exiting a LIBRARY function/method.
- NPOT texture dimensions on NV40
- Pixel Coords in Pixel Shader
- psm
- EXT/NV_texture_rectangle in 1.5spec
- tangent space
- Merge Overlapping Polygons
- 3D coordinates of a pixel
- EXT_multi_draw_arrays+VBO vs NV_primitive_restart
- Vertex array and OpenGL client/server
- Coordenates in a game