- disabling fragment shader within multipass
- Curved surface shadow volumes computed completely on hardware?
- Vertex Arrays: Interleaved or seperated arrays?
- How to implement an openGL window into a "Windows-window"
- Z-test before and/or after fragment program?
- 3d Texture Compression
- RGBE texture loading
- Float texture
- openGL right for per-pixel 2D ?
- tangent space with smoothed normals
- Multitexturing for "realistic" planet rendering
- stencil backwards
- glPolygonMode problem
- wglUseFontOutlines and TextOut
- Problem with gluPerspective view?
- FBO Performance
- Projective Texture Anomalies (projtex.c)
- FBO, ATI and rectangle textures
- Congrats to Gremedy
- Small VBO problem with NVIDIA
- Why glReadPixels always read alpha value as 255
- half vector problem with directional light
- Depth Texture -> MipMap -> GLSL Shader?
- Ati catalyst 5.6 NPOT texture bug
- Pbuffer and extension function pointers..
- Intercepting the Interceptor
- FBO: depth buffer as texture
- ATI support for fragment.position and copy to depth texture
- FBO and cube map on ATI card with Catalyst 5.6
- Can FBOs do this?
- glTexEnvi Blending Problem.
- sized internal texture format support?
- pBuffers and FBOs
- gl*ClientState every frame?
- Pixels-per-inch and off-screen Bitmap
- whos using collada?
- I really need help on this one
- Test please...
- WGL ATI render texture rectangle
- very large VBO and wrong points
- Rendering more than one light.
- incomplete extension registry
- pixmaps, glRasterPos, and rotation....help please
- Passing texcoords problem... again.
- glDrawRangeElements and _nv001100gl segfault
- Problem with DOT3 bump mapping implementation
- No FBO on Geforce 4MX?
- refresh rate.
- calculating specular
- How can I get the value of x1,y1,z1 after glRotatef() in selection state?
- FBO and Fragment Shaders on Nvidia / Linux
- gDEBugger Version 1.5 is out
- GL_POINT_SPRITES_ARB slow w/ 6600gt, fast w/ 9800pro wth?
- Rendering gizmo (3d handler)...
- gloss mapping using seperate gloss texture
- ATI / Nvidia driver differences
- How to make a alpha test when glTexSubImage2D
- fbo stencil attachment not working
- complex blending
- update 2d texture stacks
- Self Collision Detection
- fbo+ drawbuffer(s)
- Analytically computing normals for volumes
- Problem about "Bezier Spline"
- VBO on Nvidia / Linux / bug in driver?
- FBO with 3d texture as color attachment
- Multi shadow mapping+fogging
- Feedback of reconstructed triangles?
- for a better understanding of shaders
- Yet another FBO question
- ATI VBO with SHORT geometry insanely slow
- glGenTextures() not thread safe?
- FBO causes my VBO to crash
- www.amanith.org (opensource c++ vector graphic framework)
- glutStrokeCharacter prints stroke font not found
- CPU usage at 100% even with vsync ON?
- FBO and Depth Buffering
- ATI, FBO, glGenerateMipmaps
- Why gluUnProject returns incosistent Obj Coords?
- transfering depth data into / out of FBOs
- Trailing camera
- PBO problems, and nVidia particle demo doesn't work??
- To Map() or not to Map()?
- FBO and GL_RGBA32F_ARB
- TIMER?????
- problem using fbo, please HELP
- Creating images from OpenGL
- best normal mapping technique for Open GL 1.4?
- Problem with shadow volume rendering
- FBO's driver implementation - use more than four texture in a fragment program
- Floating point PBuffer on ATI cards
- NV FBO Performance, Part 2
- glutMainLoop returns Storage_Error Help
- PBuffer & AUX texture bind question...
- ATI: "invalid operation" on glTexImage2D with depth-textures
- Conventional and generic vertex attributes (ARB_VERTEX_PROGRAM)
- zfail single pass shadow volumes and patents
- Data file with 3D vertices needed
- Extrusion of gluQuadric quadrics
- rotate the texture
- [Question] How I can compile displayList in other thread?
- optimal VBO arrangement.
- Copy between two FBOS
- Calling display lists are slower
- OBJ file translation
- OBJ file translation
- WIN API
- transparent shadow mapping: How To?
- Large Texture Support and/or Paging Techniques
- RTT + AA?
- Frame rate varying with VBO
- problem computing ... (solved)
- Any info about GL_NV_timer_query?
- No FBO on Quadro FX 1300?
- Dual GPU control without SLI, Drawig to multiple GPUs (no SLI)
- Video Processor on Geforce 7800 GTX, How to access the video processor
- fast pbo with ,nvidia
- Shader issue
- Question reguarding VBO's
- FBO, MRT and GLSL on ATI (current state of play)
- Rendering in the same window
- GL_EXT_framebuffer_object in Catalyst 5.7 ;)
- Linear Mipmapping with transparency bitmap color
- Problems with stencil - Renderbuffer
- FPS loss with two monitors on a 7800 GTX
- async texture loading
- Java Wireframe to OpenGL
- A header file for colours.
- FBO: Unknown error (0x0506)
- nVidia crash (cause yet unidentified)
- 3d render texture
- GLSL - pre-processor?
- offscreen rendering
- Frustum Culling
- gluProject and gluUnproject source (for float data)
- Divisory lines with cubemap
- problem using OPTION ARB_fog_linear in fragment program
- glortho and depth buffer
- FBO, PBO, Texture Upload / Download Profiler
- linux, fbo, nvdia: RGBA32F unsupported?
- multisampling and RTT
- glGenTextures touching my memory?
- Multi-Pass Per Object Glow?
- non-power of two performance?
- Off-topic: hardware that supports occlusion quieries
- billboarding with a roll
- FBO: glGenerateMipmapEXT -ATI
- 3 Tonemapping problems
- fast text rendering -- how??
- Diffuse convolution filter
- New 3d engine, need suggestions
- NV_pixel_data_range....
- nv77.18 stereo option disappeared for quadros
- Could u find the error in this code
- Some questions on vertex arrays
- Batching and VBO's
- GLSL with glDrawPixels
- Why sending polygons in wireframe mode is slower ?
- Accessing depth texture from fragment program
- FBO dimensions limitations on ATI
- Vertex Attribute Aliasing on ATI
- two short questions
- copying from texture to vertex buffer
- FBO support on ATI cards? When to expect?
- nvperfkit for linux
- Chained FBO textures
- gDEBugger v2.0 Beta is available for download
- switching screen resolution increases performance??
- how to do floating point blending
- Order independent transparency
- questions regarding my shadow code *UPDATE*
- problem of fps
- OpenGL ovelay verification
- why no shadow cubemaps?
- I need some document of GL_NV_occlusion_query and VBO
- area calculation
- Rendering to a texture, and using that to texture a triangle
- How to delete a mesh?
- FBO, PingPong, Shared Depth Render Buffer Problem
- Polygon Antialiasing
- Should Microsoft enable OpenGL to run as an ICD under Windows Vista's Aeroglass
- FBO, ATI, and texture with only one float color component
- bouncing ball
- Texture compression tutorial needed
- enabling fragment program causes invalid_operation
- Creating models suitable for vbo's
- VBO performance issues ... again !
- Deferred Shading & Anti-Aliasing
- Compiler options and extensions in GLSL on NVidia hardware
- FBO Question
- Fragment Shading in a Threaded Plugin
- Single Pass Dual-Paraboloid Shadow Mapping
- Texture mapping on warped mesh
- Yet another FBO question
- GL_SELECT slow on ATI x800
- ATI can't use glDrawElements in a display list?
- Render to depth textures and FBO
- Geometry Instancing
- help required
- FBO and Texture3D
- :( trouble reading back the stencil buffer
- High-quality transparency in one pass?
- GL_BLEND and fp pbuffer SLOW !
- PBuffer Faster than FBO on ATI?
- Problems with drawBuffers
- help with orthographic zoom
- Questions about FBOs
- glReadPixels giving problem.
- Drawing PBuffers to eachother
- Fragment/vertex program HW/SW support
- FBO switching or switching FBO bindings
- Menu's and texts
- stereoscopic driver add-on
- Selection Problem
- Texture manager (always ready texture objects)
- VBO max vertices?
- How to know how much memory one uses?
- Multiple VIewports and Mouse
- Element buffer offset?
- what is pbuffer
- Shadow mapping problems
- Can't bind pbuffer to depth texture
- University OpenGL project
- For a more understanding of shaders
- Texture Formats and FBO
- wglChoosePixelFormatARB
- Problem with shadowmaps
- depth textures not working with fbos
- Plane in viewport space
- Blenders look different on various graphics adapters
- speed with GL_FRAMEBUFFER_EXT
- Drawing Very Thick Lines, 2D antialiasing.
- glMaterialfv and GLSL shaders
- NURBS and it's Performance
- Render to Texture and keeping alpha
- reading color buffer to save as bitmap
- Text output on NVIDIA chips: bitmaps vs textures - different results!
- Limiting the shader
- Plotting Objects on the surface of a sphere
- Integrating glGenFramebuffersEXT and Maya...
- Tesselator and geometry shader talk
- Megatextures?
- can not update shadow-map
- Coons Surface problem pls Help
- help me for Coons
- Clipping planes differs on Nvidia and ATI
- Problem with render-to-texture
- Anyone recalls the demo posted some time ago? : faked soft shadows
- Per Pixel Lighing - old HW (help!!)
- How to retrieve points information on a rendered window?