- Origin of Texture Image Data
- arb vertex program not working
- FBO spec posted
- Problem with alpha writes within Fragment Shader
- opengl2.0 curiosities -- thread not for the short tempered --
- How to detect if AA points are accelerated by hardware?
- Optimization advice
- OpenAL problem
- GenerateMipmapEXT() in FBO spec..
- PCF, need some info
- gpgpu image processing
- triangle strip cache size
- Rendering image wihtout using DIB in openGL
- Wanted: aux buffer stories
- problem with normals computation
- Perfect Sky/Cloud Plane
- ANNOUNCE worlds first unified shadow game
- multiple pbuffers and early depth culling
- C++ Builder and disappearing OpenGL rendering
- GLSL Card Profile Program Validator
- multiple rendering contexts, multi-texture states?
- Texture access in GLSL
- Get the square position in 3D chess board
- OpenGL sprites
- Lightmaps and shadows
- TEXTURE_3D Help
- glBindAttribLocationARB questions
- Rotating arbitrary blobs
- sampleRect - nVidia hardware
- can anyone explain why display List renders much faster?
- Halved performance and problems with DualView on nVidia
- Use glreadpixels to query data
- Cg Shader : Curious problem
- constructive solid geometry
- Lighted texture
- ATi: apply 2 or more depth textures simultaneously?
- gDEBugger new version is out. We would like your feedback
- TEXTURE_3D and Performance
- Triangle strip VS list, and other
- glow occlusion
- Random Graphics Thoughts
- Any reason to still use power of 2 textures?
- Bad Idea for stencil buffer shadow maps.
- Just finished new game "Big Fish" but have some questions
- Point Sprites and glslang crash my system
- Clip Region slows down on GeForce cards
- Problem with wglUseFontOutlines: state changes
- A problem with rendering to a texture
- multi-vendor fragment shader implementation
- Video signal deformation
- Lower VAR/VBO performance with newer NVidia drivers
- Future of ARB_fragment_program ?
- gluUnProject
- Problems with glMultiDrawElementsEXT and Vertex Buffer Objects
- So tell me, why should I use PBOs?
- How to detect "vector primitives intersection"?
- Quack3 BSP and MD3 character
- fragment depth in fragment shader.
- 3D Texture error on ATI
- glFinish Slow
- Weird fixed function text rendering and glsl fragment shader problem.
- Texture from pixel buffer has no color, see screenshot.
- quality / standard conformance of GL implementations
- Pixel Buffer Objects
- nvidia's pbo test tool
- drawing on textures
- Improve particle engine
- problem with glm.c (nate robins wavefront)
- GL_LINE_STIPPLE causes inaccuracy
- l3ds
- 32 bit integer single channel color buffer & FBO
- Multiple hardware accelerated monitors on SLI
- Pixel-perfect drawing
- Clamping texture coordinates
- glUniform [ i ] fvARB problem
- Tangent Space Generation on GPU
- Creating OpenGL commands at runtime
- Composed shadowmaps
- Integrating a VNC display
- fragment programs and tex units question.
- glMapBuffer() returns NULL
- Cubemapping, what am i doing wrong?
- best place to pause cpu
- texture look-up using ATI_fragment_shader
- texture-lookup using ARB_fragment_program on ATI FireGL card
- Possible to display sharp scalable text with FreeType?
- Transparency for cut-outs without ordering?
- occlusion query not 'almost free'
- ATI and FBuffer: false publicity ?
- MRT performance problems
- Moving the mouse pointer
- Drawing a 3D arc
- Lighting and multitexture
- Problems rendering to FP texture
- flipping textures
- Pseudo volumetric smoke particles
- Changing text colour half-way through?
- linear min/mag filtering with 16fp nv_float_buffer
- Fastest method of CPU to GPU vertex data transfer
- Histogram
- invalid texture problem
- slow texture upload
- Dithering textures
- wglMakeCurrent failure
- tri strips/fans hardware side: reset, degenerates, and anything else
- Half Like 2 like water
- Particle System API
- OpenGL and ICC profiles
- Detecting the mouse on rotated geometry
- floating point blending woes
- better volumetric lighting
- Animation of Textures
- 2D cross section of a triangle mesh (problems on ATI cards)
- do I need to render on a second thread?
- Quake3 Overbright & Lightmap
- NVIDIA Forceware 75.90 => OpenGL 2.0.0 & fbo
- about per-pixel lighting
- ATi: fragment programs expose wrong light position?
- "Flickerless" Buffer Swap
- Flaw in OpenGL line rasterization
- Strange fp pbuffer copy performance drop
- FOAM
- Surface display screwed up during zooming
- CG and GLUT
- Cube map reflection behavior
- colouring triangles
- opinion needed, Collision detection and response
- pixel values b4 framebuffer
- about draw 2d line
- Shared lists bug on NVIDIA?
- GLX context sharing ?
- unique ROAM VBO issues and a clincher
- Color ID picking and antialiasing problem
- What is happening?
- Problems subloading GL_LUMINANCE_FLOAT32_ATI textures
- polygonOffset and depthMask
- [OT] NVIDIA Forceware 71.84 + VBO MapBuffer + GLSL = Access Violation?
- [Streaming] Video on a texture - ?
- for loops
- flickering trees
- querying AGP memory
- Billboards and depth buffer
- GLX Pbuffer and glCopyTexImage2D troubles.
- using 3D models in OpenGL
- glMapBufferARB problem with ATI card
- Suse doesn't Compile for OpenGL!
- Fastest and Easiest Render-to-Texture method?
- Something missing in glspec20
- glViewport
- Cube maps for shadows on NV40
- Problem with stereo and fullscreen
- new drivers: early z-test and texture borders
- help me ,please!
- Shadows + Transparency?
- context sharing
- 128 bit color
- ATI's normal map compression
- heat wave effect
- Catalysts 5.3 released.
- Generate .Avi File with Memory HDC (random pixels)
- render to alpha texture sux with NVIDIA cards !?
- OGL2.0 donnot support RECTANGLE texture?
- Composing rotations
- Peak performance
- gl caps?
- diplaylists: glVertexPointer and such
- Uniform Structs in Cg
- issues with shadow projection with stencil
- Unreal Engine 3.0 at GDC 2005
- Realistic Reflective Mapping
- cloud shader
- alpha clipping
- using a texture with GL_R3_G3_B2
- UNSIGNED_INT_10_10_10_2 packing
- EXT_pixel_buffer_object and render to vertex array
- NVIDIA's registered developers
- specular lighting problems
- WGL_NV_rtr + WGL_ATI_pff
- How could I render 3D-hair with OpenGL?
- why secondarycolor is restricted to 3 components and not 3 or 4
- Programming in Quadro?
- glTexSubImage2D not working right
- Texture problem
- Render to volume textures
- Blur offscreen buffer (Soft Shadows)
- Standard Pipeline GLSL
- how to draw 2d lins fast?
- ARB_fragment_shader VS. ARB_fragment_program
- ATI 9600 and Resident textures
- Visualization Problem in Opengl
- 'W buffering" with opengl, how to?
- alpha blending for floating buffer
- How to display two value bitmap efficiently?
- FBO and multipass
- Fog with pixel shader (arb_fragment_program)?
- How could I let a NURBS curve go through all its' cotrol points?
- Enable conformant OpenGL texture clamp behaviour
- about GLdouble
- Using display lists and need help creating VBOs instead.
- Render to current (!) Texture on Nvidia
- Pointsprites using glDrawElements
- scene darkens when interpolating 3 textures
- about glReadPixels
- Fast depth-of-field in OpenGL - How to do it?
- Model Loader in C
- ARB_fp questions
- glTexImage3DEXT Error !!
- AGC in HDR Rendering
- Rendering to a texture
- meaning of z component of projection matrix
- opengl texture sampling
- standard graphics lerp
- occlusion query IDs
- Help in multitexturing
- S3TC Compression on Linux
- ARB_fragment_program(from beginners forum)
- Masking Problem, any one could help, Urgent!!!
- 2D & 3D Texture Coordinate System
- Drawing "masked" character also with transparency- WHY?
- Masking and semi-transparency together
- S3's horrible opengl drivers
- what is the fastest way to draw text?
- Stencil Buffer Shadow Overlapping
- FYI: Readback performance, lots of it
- Color buffer changes even after disable writing
- Glows
- Silhouette edges
- Shadow Mapping FPS Woes - Pos. ATI Driver issue
- Looking for help with glDrawArrays
- Stencil Buffer : glStencilOp problem ?
- Selection Mode is slooooow!
- Selection Mode is slooooow!
- Separate Stencil on NVidia
- Help needed with VAR
- A problem of Frustom
- did arb_uber_buffers ever materialize?
- Front to Back Alpha Blending
- Quaternion and vectors
- Gtk and OpenGL
- Trouble with NURBS...
- stencil.c : eerie behavior ?
- Api to get the screen width and height in mm
- Optimizing glows...
- I want better cubemap egdes
- Shadow Mapping Projection Question
- Rendering correctly according to time
- FBO and texture eviction
- Fragment+Vertex Program, ATI
- problem in using glTexSubImage with borders?
- Questions about VBO