- OpenGL 2.0 Spec
- ATI's pbuffer bug + NV's IBO bug ?
- Texture Compression
- new Relief Mapping shader (better Parallax Mapping?!?)
- ARB fp, fragment.color.primary & textured quads or drawPixels - calling all Gurus
- Render To Texture on nVidia
- discussion about normals
- OpenGL State Machine Diagram Update?
- draw non-concentric circles in a big circle
- texture border support in hw?
- Reflecting Sphere
- ARB Fragment Program
- clipping programming using c++..liang barsky coding,cohen sutherland..
- shadow map test
- stencil buffer clearing messing up in pbuffer
- Gloss Map with ARB_texture_env_combine
- NURBS control points
- zbuffer writes and polygon smooth questions
- Shadow Mapping and GL_CLAMP_TO_BORDER
- GL_SPHERE_MAP problems
- Problem with pbuffer and CopyPixels
- vbos and GLSL
- is glClientActiveTextureARB heavy?
- strange problem about vertex array
- Nvidia Geforce PCX 5750 & ARB_fragment_program
- Loading WGL_ARB_pixel_format without creating a dummy render context?
- I Have A Big Bitmap
- which one is fit for image processing?CPU or GPU?
- Extension loading mechanism
- projective texture matrix
- Problems with ARBVP1
- Selecting video port on graphics card
- gluBuild2DMipmaps causing UNDERFLOW Exceptions
- Video Input inside GL, is it possible?
- PBuffers and GL_ARB_occlusion_query
- Buffer Object Spec, Multiple Threads
- glReadPixels read the front buffer or the back buffer?
- Light Matrices
- Pixel Buffer Objects - supported pixel formats
- GeforceFX6800 16bit auto-mipmaps?
- atan in fragment program?
- Possible and resonable to combine VBO with other RenderMode ?
- Nvidia point sprites.
- Texture Memory
- multitexture blending (texture environments?)
- material qualities
- Glu my polygons?
- multitexturing+blending - does it work together?
- ARB_fragment_program bug in NVidia drivers?
- OpenGL ES 1.1 Coding Challenge offically starts
- glCopyTexSubImage2D and automatic mipmap generation
- Red book shadowmap.c program
- Problem with ActiveX control
- texture & shader binding
- Efficient vertex program texture projection?
- Accumulation buffer and double-buffering
- how to do dynamic lightmap
- Performance drop in orthographic mode
- size and stride in Vertex Array
- glTexImage2d produces different textures on Win2k and Linux RedHat 8 - WHY???
- ARBvp/fp: lod confusion.
- wglShareLists failing
- 3D Texture Map
- depth buffer -> depth texture -> depth buffer
- Point Sprite Texture Problem
- 32bit colours=fast! 16bit colours=very slow??
- texture_env_combine
- vertex program & VBO problem - solved
- ARB_npot and GENERATE_MIPMAP
- GeForce4 Go: conformant GL_CLAMP mode?
- Can't start: Environment Bump mapping
- glDrawPixels&glReadPixels Unmatched??
- arb vertex programs not working
- dual-parabploid environment mapping problem
- Something good to think about
- Occlusion with transparent textures
- GL based modular programming environment needs testers
- unknown polygon winding trouble...
- Texture memory management
- GL_NV_centroid_sample
- Lighting problem -> math Problem. Problem with rotations/translations. Plz help!
- Real time character animation ( Plz reply)
- GL_ELEMENT_ARRAY_BUFFER_ARB
- Mimicking loss of precision - the problem: 0.0 – 1.0 != 0/255 – 255/255 ??
- glDrawPixels vs textures
- GPGPU - RenderTexture/pbuffer problems
- 66.31 bug or expected behaviour? glProgramEnvParameter and contexts
- Doom3 shading questions
- how to debug grahics applications using visual C++ debugger
- Error in projected textures (good topic, sorry for the other 2)
- Code Question, how to clock program...
- importing a vrml scene "in" opengl
- an intersting problem about blend...
- Problem with materials, normal vectors ?
- vp&fp interface
- Shaders, Fog and Multipasses rendering
- Loading DFF Model Files
- memory leak from closing pixmap windows
- Depth peeling confusion
- a broken donut shape
- Keep auto generated tex coords within [0.0, 1.0]?
- gDEBugger supports OpenGL 1.5
- Deferred Shading
- alphatest greater 0.0 && less 0.5
- How to compute LOD in pixel shader?
- Measuring render time for smooth animation
- docking windows w/ openGL?
- Buggy Lines
- Z Buffer Issues
- glgeterror
- Opengl and PCI-Express
- need ARB normalmap example
- perspective correction for projected spotlights
- occlusion_query does not count as expected
- Animation
- Problem with ARBfp on Radeon9700Pro
- Problems with rendering to a texture...
- Multitexturing/Fragment program and fragment operations
- Is glu thread safe?
- How expensive is the use of extra texture-units?
- Vertex buffer memory usage on nvidia cards.
- about pbuffer , can you help me to find the problem?
- Frustum Culling
- PBuffer & AA
- Thickness
- stuttering caused by glDrawElements / glMultiDrawElementsEXT, any ideas?
- re
- texture blend with accum buffer
- Simple Cube Mapping on ARB_fragment_program
- glCopyTexImage2D - Poor Performance
- Storing data in buffer
- What is causing this jagged shading artifact on my sphere?
- Parallel OpenGL, MPI, Glut,, multithreading, offscreen rendering
- fixed function normal mapping
- spotlight effect
- OpenGL 2.0 for games
- To cutoff portion from a object
- Projection via texgen - questions
- Which one should I choose, vp/fp or GLSL
- clip plane problems - plane extraction
- z-fail shadow opengl stuff
- Tesselation
- NV40 Linux AUX buffers problem
- Maya Lighting in OpenGL
- "fx" files with glsl
- Help ME
- OT: Seeking Info on Arcade Versions
- To Display Concave polygons & polygon containing holes
- GL_GENERATE_MIPMAP_SGIS
- modularity in shaders
- Recognize x,y,z
- rotation issues
- From Pixelbuffer to Primitiv
- win32 programming
- vertex shaders -> varying frag. inputs
- can I use 3dtexture when rendering to pbuffer
- ClearMemory function?
- extensive pbuffer use == system hangs (ATI)
- Multitexturing
- Pbuffer & Numerical Precision
- wrong TXL spec in GL_NV_fragment_program2?
- pbuffer + VAR = SLOW
- ATI GL_DEPTH_COMPONENT bug
- Measuring Vertex Cache Size
- Is it possible to store vertex array indice data in video memory
- Screen coordinates in shader
- using dynamic index with static vertex-array with VBO// Normals
- NURBS-based real-time 3D engine
- Waiting for sync when flushing with glut. CPU overload.
- need help
- Selection and Feedback using a ....
- Do the graphics cards support hardware overlay planes?
- Light and material BUG on NVidia GT6800
- no need for glflush!?
- BindTexture(GL_TEXTURE_2D,0) is validate?
- 0.0 x sth
- Need help showing parallel lines during rotation
- PBuffer RTT & shaders
- Need a example about bump mapping!
- How to render a earth or teapot with texture?
- Doom3 environment Bump mapping shaders questions.
- Two mouses?
- many rendering context
- DisplayList performance problem
- Stencils, Textures & Depth, a bug on ATI?
- Asynchronous read-back perfs with PBO
- Multitexturing with Lightmaps
- ARB FP - Strange multiply issue. (driver bug?)
- Early z and stencil buffer
- Hermite surface drawing problem
- Detail tex + ??? = Detail bumpmap
- Native Formats/Alignment vs. AGP Aperture size
- high performance software renderer
- fragment program & switching pbuffer context
- multithreading Problem
- mapping texture to trapezoid
- MRT, render to texture
- from a raster point to wolrdcoordinates
- Vertex Buffer Objects performance issue
- Depth test and selection (help!)
- How to compute the time spent by AGP8X?
- Float extensions are out...
- workaround in ARB_vp by MUL'ing by 1?
- pbuffer rendering and zbuffer
- render to texture
- Intel's declining support of OpenGL
- texture mip unload
- how to mix TEXTURE_2D and cube map texture in the one single pass of the multitexture
- Reflection always shifted to the right
- 16 bits Texture 3D and Lookup Table
- My Questions about texture mapping
- changing the color of a luminance/alpha bitmap
- A quick technique for light scattering clouds
- Problem about rendering to depth texture
- Access to Framebuffer
- why glLogicOp no use RGBA?
- Reverse projection problem.
- LKML : Linux-friendly graphics card : "we need experts in 3D graphics"
- depth buffer
- Multitexturing and Cubic Env Mapping
- Multitexturing and Cubic Env Mapping
- EXT_render_target
- Help!Problem about GL_STEREO ?
- MIssing gl/device.h
- performance problem with glTexSubImage2D on recent Nvidia card
- using high-poly character models in OGL apps
- picking or selecting a triangle of a mesh?
- depth buffer readout performance
- Print Cg shader output
- New 16 and 32 bit textures and float buffers, speed and method
- Will multi modeling transform operation affect the final rendering result?
- nVidia issue, too little geometry, slowdown
- bitmap to represent 2d terrain?
- patent
- How to render to single channel float cubemap texture?
- tutorial opengl extensions under linux
- "sweep selection" volume
- PBO performance of PCI-Express cards
- dynamic geometry and VBOs
- Point sprites and vertex programs
- Optimizing VBO usage
- Unwanted colour buffer clearing
- 32 bit p buffer problem...
- GL_ARB_vertex_blend
- enabling more than 4 texture units on gffx without error
- arb_vertex_program and fog
- how opengl deals with the negative value in textureCoordinate
- glGenBuffersARB problem
- OpenGL access to 64bit (16bit per channel) texturing , filteriing and blending
- Early Z rejection