- FBO & mipmapped fp16 cube maps
- NPOT 3D Textures
- Texture units question
- Helpppp with GLUT
- Helpppp with GLUT, fullscreen and size of windows
- HELP: PBO + pbuffer Problem!!
- Viewport Space to Light Space
- OPTION ARB_position_invariant, bug on nVidia Drivers?
- Linear interpolation using "packed" image format
- GLUT and framebuffer size
- Early Z rejection
- Problem with PBOs
- a bit of selfpromotion
- ATI 5.8: glGenQueriesARB() & glIsQueryARB()
- NVIDIA Linux PBO + FBO allows incomplete downloads
- Hand tuning NV Fragment Program from Cg
- Cube map access in fragment shader
- Floats from a shader?
- Binding a VBO to a FBO
- Transparency Problems
- Kick start OpenGL before setting pixel format
- On-screen + texture drawbuffers possible?
- Check My Engine if you like :) BeK Engine
- 16bits per channel texture ?
- Origin of "GLvoid"
- Antialiasing (multisampling) and float pbuffer and/or render to texture
- Avoiding redundant vertex transformations
- fp40 profile and Cg Optimization
- 2d texture composition
- texture mapping result
- Hand Model
- How to create a solid object out of a quad rendered with an RGBA texture?
- Color attachments in FBO
- glElementArray performance issue
- glAreTexturesResident
- OpenGL in MFC
- What's wrong with this NV_fragment_program2?
- Questions about mapping huge array to GPU
- Two pbuffers and NV VAR2 poor performance
- Display list corruption when list created in shared library
- How to detect GLSL kicked to software.
- NV_depth_clamp and Stencil Shadow Volumes
- proper use of gldrawrangeelements
- What's wrong with this GeForce 6600 GT, please help?
- Animating 3D models in C++/C#
- Feedback on the FBO specification needed!
- Need Texture Mapping Help
- Serious bug in Intel ICD
- Can you do multiple indexed buffers?
- Pbuffer RTT - wasteful?
- Repeat non power of two texture
- Wood Texture
- Valid pixel data for overlapping regions of a window
- mirrors and wrong projection (or something)
- BAD texture mapping troubles! (with "on-screen" sprite render)
- Help!
- Shared cubemap texobj issue
- best way to determine vertex occlusion?
- sanity check
- Z-buffer
- gDEBugger version 2.0 was released
- Particle simulation - number of fragments(pixels) not equal to the window size.
- Problems with NV_texture_shader and DOT_PRODUCT_TEXTURE_2D_NV
- FBO, stencil buffers, and AA
- suppress self shadows
- Creating a region
- GL_EXTX_packed_depth_stencil
- depth bounds
- GL_FRAMEBUFFER_UNSUPPORTED
- GLSL skinning
- Speed of glCopyTexImage2D... Brace yourself :)
- NPOT & auto mipmapping
- [maybe OT] HDR texture
- Uploading texture, one channel at a time
- Simple question about custom lighting
- Float cubemap
- point smoothing slooow!
- Displaylist and VBO test failed on NV6800!
- Updating to OpenGL 2.0 gives problems
- Multiple OpenGL windows and textures
- why shut off the light
- Support of RGBA16F for vertex texturing under G6800?
- convolution
- Volume rendering code
- EXT_packed_depth_stencil released
- Synchronisation, threads and glFlush/glFinish
- bug in nvidia shader compiler?
- Inconsistency openGL implementations
- Help on managing VMem in multi-windows openGL appl
- VBO's and texture tiling: possible ?
- matrix hell
- how to write this in GLSL?
- Current FBO implementation: answers to some common questions
- Pitfall in "Avoiding 16 Common OpenGL Pitfalls"
- FBO on "older" cards?
- FBO and wglMakeCurrent... strange slowdown every 10frames
- question about glMultiDrawElements...
- Nvidia,float texture help
- How can make a bump normal map
- glReadPixels and glGetTexImage inconsistency
- (pre-)crop texture
- depth buffer probs
- FBO, NV_fragment_program2 help.
- Can the framebuffer of Graphic Card be copy to texture buffer of OpenGL directly?
- Ati-Nvidia Difference on Normal Mapping
- Inconsistency openGL implementations part 2
- Cg and fp40
- ATI shader bug + rant on ATI dev support
- cgf Modelfile Loading
- Program for computing texture coordinates.
- how to use gluNurbsSurface()
- P-buffer and VBOs
- Render target consistency problems
- luxinia enginetest with sample games
- two sided polygons
- memory optimization
- a way to save opengl default states and restore them
- R520 - no FP texture filtering?
- Bugs in drivers in actual games
- Cube Mapping textures are flipped
- how to fetch free video memory ?
- Fisheye Projection Matrix
- glCopyTexSubImage2D fp16 -> fp32 slow
- [offtopic] water simulation software
- display lists and evaluators
- performance texture?
- Any suggestion about improving 2D Convolution
- Selective transparency (transmit some wavelengths but not others)
- Dust particle system
- cubemap problem when not using mipmapping
- Texture coordinate calculation
- About MultiTexture .
- GL_EXT_framebuffer_object support?
- pipeline & transform-"upload"
- Visualization of Tetrahedron Mesh
- Getting depth texture pixels
- geometry instancing on ATi
- WGL_ARB_pbuffer - is rendering accelerated?
- gDEBugger V2.1 Adds State Variables Comparison Viewer
- Display corruption on Gf 6200 go
- ATI and FBO support
- GLX 1.3 support on HP-UX?
- Not seeing expected performance with VBOs
- Fbo and stencil?
- Offset of a bezier-curve
- gluPickMatrix problem.. please help me
- double PBO ? or simple ?
- OpenGL PipeLine
- Blending AA + transparency AA - possible on 7800?
- how to draw a instrument panel under OpenGL context
- Problem with sending data into display function
- glRotate( X, 0, 0, 0 ) changes object's size...
- compressing normalmaps
- Rotation and Translation woes..
- MUL+ADD faster than MAD on NV40 ?
- NPOT FBO on NVidia
- fbo with depth attachment does not work
- Stereo viewing with 2 beamers
- OpenGL wiki?
- virtual shadow cube map with fbo
- several video cards and VRAM
- Unprojecting
- Problem with Depth test
- unstable grath
- Lighting and Shadows
- Custom filtering (max instead of average)
- EXT_PACKED_DEPTH_STENCIL FBO problems
- is there any chance for true instancing?
- glReadPixels depth vs gluProject winz
- polygon offset and line smoothing
- can't pick out alpha value in frame buffer
- Game-Gabrielle(Unpaid)
- how to pack a fp32 in two fp16
- vsynch on and cpu usage
- glCopyTexSubImage2D can' t work?
- How can I compare the RGB value in pixel?
- GLU: acquiring Nurbs parameters evaluated by the tessellator
- Z-Buffer actualised by Alpha value
- How to improve z culling with writing only depth first
- GL_RGBD
- why glCopyPixels of GL_DEPTH is slower than GL_COLOR
- Multiple Monitors and EXT_framebuffer_object
- High resolution image flipbook animation APIs/toolkits?
- Filling a PBO with multiple threads
- Alpha Test
- texture in display list and texture coords in VBO
- fbo: performance penalty under gf5900 ?
- Fragment (pixel) shader constant indexing
- 3DS animations tutorials
- Stencil Shadow Volumes
- Histogram and 'auto-levels'
- Volume Rendering 2D vs 3D...
- Topographic shader and better indexing
- N-body problem on the GPU
- cache sizes in graphics hardware
- shadow map problem
- Automatic texture coordinates
- GPU on CPU
- Mesh Formats
- SGI
- A strange problem about texture by int data type
- Sharing Textures between Displays
- FBO and alpha channel
- index buffer swapping (vbos)
- NV3X and FBO floating point texture
- Only getting 8-bits of precision with depth tex
- gl*Pointer's with glinterleavedarray?
- Alpha-fading a 32-bit texture
- ATI Radeon vs OpenGL
- CG texturing problem
- Planet Glows in Hegemonia
- Problem with HDR textures.
- Why VERTEX_BLEND_ARB is not supported in NV Geforce 6200
- RGBE vs float HDR
- Quake4 Relief Mapping
- render to buffer object
- Sorting out duplicate vertices [THE ACTUAL POST]
- decoding DDS float format (a bit OT...)
- Wtf is wrong with my accumulation buffer
- GL_EXT_stencil_two_side & GL_ATI_seperate_stencil
- FBO and 24bit depth buffer support on ATI?
- Cost of switching render contexts
- crash after loading a lot of texture
- Drawing outside depth buffer
- cone in tube
- NVIDIA 81.85 and gl_FragData
- shadow maps covering lit geometry
- cone in tube
- "vertex" shadow volumes..?
- Has anyone a detailed tutorial(example, article) on Matrix Palette Skinning
- Help needed getting picking to work
- rate these
- Edge-on polys and Texture Stacks
- Texture Splatting
- which texture filter can get the best grayscale image magnify effect
- Cg and updating a state matrix parameter
- Dynamic AND compressed textures
- Extension library comparisions
- GL_T2F_C4UB_V3F performance
- depth buffer precision
- aliasing effects in gpu-based raycaster
- I'm sure it's already somewhere...
- 8 pass relief mapping?
- GL texture matricies not tracked by GLSL, nvidia 6800?
- Is there a list of nvidia GL fixes/updates for drivers (like release notes)?
- ARB meeting notes.
- blended textures fade-in?
- pbuffer pixel formats
- GLSL textureRect / samplerRect on ATI
- movie player control