- The opengl XML database
- Using Pixel Buffer Objects with glReadPixels
- FBO multisampling & z-buffering.
- GL_INCR and GL_DECR of stencil buffer?
- How can I load model in OpenGL
- I don't get ARB_PBO right.
- strange behaviour on second monitor, 6800go 81.84 winXP/SP2
- Urgent: problem in picking
- Texture mapping NURBS
- Nvidia drivers: how to use block transfer?
- Draw PCB circuit
- Show drawing partically...
- Create objects and keep them based on the data from outside?
- Dynamic cubemap through PBuffers - garbage output on all but one face above 16x16!
- ATI and arb_fragment_program_shadow
- fastest method of writing depth
- It will block in OpenGL function when using mutlithread on Windows
- checking the bounding box with my transformations...
- How is culling done
- cg binding doesn't work for me
- GL_LIGHTx
- How to both ADD and SUBTRACT with one operation
- Cube map texture coordinates
- Multi-GPU separate work problem
- Texture with Tesselated Object
- how to change mouse position ,please help
- Question about "PBO"
- Question about "PBO"
- Level Design
- nVidia's gpu_videoeffects sample
- "asynchronous readback" that call "glReadPixels()" with PBO
- display / anaglyphic problem
- w Vertex coordinate and depth range
- [Maybe OT] From BYTE to JPG
- gDEBugger V2.2 Adds Shaders “Edit and Continue” ability
- Indexing per vertex attribute
- 3d formula for solid tube / pipe
- OpenGL Standard Lighting Question
- Textures
- Polygon Rasterization / Triangulation
- enumerating supersampling and multisampling modes
- FBO woes (DEPTH_STENCIL_EXT)
- Using the Mouse?
- GLIntercept 0.5 is out.
- gDEBugger problems
- Texture mapping with RGBA
- CPU & GPU Multithread
- frambuffer_object combined with vertex texture fetch
- Binding integer vertex attributes. Question.
- Standardisation across different GFX cards
- Weird NPOT behaviour
- Indexed geometry & vertex shader
- Any Help Plz!!!
- do i have a performance problem ?
- 16 bits float + MSAA on x1800
- Per Face Uniform Attributes
- How to draw a surface with color SMOOTH?
- glTexImage2D vs glReadPixels - why so slow?
- glsl + GL_TEXTURE_RECTANGLE on ATI 9700 / (win32)
- help parsing TrueSpace scn text file
- Texture mapping for NURBS
- Three Terrain Questions
- Bricks & Volume rendering...
- Front to Back vs Back to Front Compositing
- Problem writing gl_FragDepth when using FBObjects and Floating Point Texture
- Performance Trouble FBO
- glViewport use/misuse question
- raytracing
- Front-to-back blending not working
- Texture splatting Question: packed Alphamaps
- Texture Splatting: Fixed pipeline VS Pixel Shaders
- Capabilities issue
- Degraded occlusion query performance with nVidia 81.95?
- Framebufferobject, DepthTest and Floating Point
- Multitexture COMBINE INTERPOLATE help please...
- ARB meeting notes
- fragment combiner program
- Fast way to specify alpha value on RGB to RGBA conversion?
- OpenGL on The Web
- cost of texture management
- Cubemap and GL_BGRA
- Quickest scene background redraw
- FBO and MRT problem
- Picking on a Height Map
- Nvidia glReadPixels() driver bug ?
- GL_ARB_texture_env_combine
- Combiners and 2 texture units
- Status of stencil FBO?
- ARB_texture_float + 2.0
- texture memory problems
- Outline of an object.
- glCopyPixels() & glCopyTexSubImage2D(() difference ?
- New extensions (framebuffer multisample)
- Problem with glCompressTexSubImage2D
- ATI render to vertex buffer
- glCopyTexImage2D + GL_TEXTURE_RECTANGLE on Ati board bug
- VBO Performance
- Texture borders on GL_RGBA32F textures (ATI bug most likely)
- Issues with depthmaps
- User Clip planes on Nvidia
- openGL heart
- extensions, multiple contexts and GLEW
- FBO drawing slower than PBuffers? (6800GT)
- unicode characters display
- how to find bottleneck in volume rendering
- how does texture cache work?
- How to render to texture with antialias?
- GLSL NVIDIA bugs,
- FBO Problems when rendering depthbuffer, visually
- problem in texture mapping on multispectral image
- Specular Lighting with Pre-transformed Data
- glTexImage3D uses double the video memory
- index buffers and geometry caching
- fastest way to transfer texture data from GPU to RAM and back
- problem with creating single component float texture
- Perspective Correct Texturing with an Ortho projection
- fbo shared across GL contexts
- 1/4 pixel shift after fragment shaders
- Crazy VBOs
- glFramebufferTexture3DEXT and floating point 3D textures?
- FBO and single channel float texture with HW blending
- OpenGL Lighting Model Basic Question
- Non Power of 2 texture maps
- Crash on compressed texture partial upload
- Rendering to depth buffer with FBO
- FBO + MRT = SOFT?
- Inverted colors on startup
- Multiple PBuffers
- Problem of drawing line
- Extension Entry Points per Context?
- 3d textures and memory....
- ARB_Multitexture Extension affecting consequent drawing
- Problems with glDrawPixels()
- FBO: dump contents of a GL_RENDERBUFFER_EXT to the back buffer
- PBO support on ATI?
- Tangent Space Vector for my Terrain mesh
- Solid color not so solid on nVidia??
- Strauss Lighting
- Create texture w/o copying pixel data to it?
- Masking depth buffer
- Multitexturing->Mix two textures
- Name and depth picking in FBO ?
- texture's GL_REPEAT performance
- Textures don't work on some graphic cards
- float16 Rectangular RTT on ATI
- skies and env
- Proper use of FBO attachments
- Texture indexing in Cg
- GL_RGBA32F_ARB
- Colormaterial alpha problems with 7800
- SLI Optimization
- 3D Data Rendering Strategies
- Burning Performance in DrvCopyContext?
- mipmapping using glCopyTexImage2D
- What kind of soft shadows are used in 3DM06
- Problem about Vertex Buffer Object.
- OBJ Format
- funky problem with NPOT 3D texture
- FBO and depth renderbuffer object
- OT: Advertisment on main page
- [cg/hlsl] depth texture different depths in comparison
- extensions
- ARB Meeting Notes, What Had Happened?
- NURBS
- shadow mapping and fov
- display list + 3d model
- how to tell if MapBuffer returns direct memory and dynamic VBO performance
- lasso selection
- Where to get subd.lib for NVIDIA?
- GLSL vertex shader uniform sharing
- Stop the madness
- float RBG unsupported as FBO attachment?
- How much graphics memory is allocated by glTexImage2D/3D
- implementing simple fog in a fragment program
- FBO and GL_RGBA_FLOAT_MODE_ARB
- max 3D texture size on ATI X1800 512MB card
- Sharing rendering context between threads?
- checkout my attempt to maximize geometry throughput
- How to zoom to a point
- Share texture array among multiple texture object
- Windows and Linux- NVIDIA issue?: vsync not fully syncing with multiple windows
- GLSL - shader compilation fails "unexpected $end at token ..."
- X1800 Floating Point Blending (and other features)
- Relief mapping and Parallax mapping
- How to get texture coordinates from screen coordinates
- point size limit?
- default vertex lighting performance
- FBO, sharing render buffers
- building projection matrix from viewWidth, viewHeight, nearClip and farClip
- Rendering DEM
- OpenGL and web services (need help)
- [ANN] Amanith 0.3 is out, with a new OpenGL compositing engine (SVG 1.2-compliant).
- DX and OpenGL Components
- NPOT Texture Downsampling
- Intermediate mode madness
- Clear OpenGL command queue
- rubber-band and GL_XOR
- FBO and multisampling
- glBlendEquationSeparate Questions.
- Projection matrix for picking.
- Please Help: Objects Rendering in Reverse Depth Order
- texture alpha from GIF transparency
- Blacked out texture
- P-buffer pixelformat 128bpp (Doesn't work on Nvidia)
- "Integer division by zero" in atioglxx.dll on glClear ?
- OGL state DLL-module dependant?
- Spherical Mapping math HELP!
- gluProject() problem
- cutting holes
- DOT3 diffuse map integration
- State sorting performance questions.
- gDEBugger V2.3 Adds OpenGL Function Calls Statistics Information
- Render to 2-component NPOT texture?
- FBO: Render to texture that is currently bound
- float texture: 16 vs. 32 bits
- bump mapping
- scaling point sprites
- Last version on Windows
- Environment cubemapping (again)
- OFF-TOPIC: Apple Multi-Touch Interaction Video
- PBuffer with floating point textures on nvidia
- GL_ARB_transpose_matrix
- glVertexPointer / glTexCoordPointer indexing issue
- Skybox with seams
- PBO and ATI
- Fast mouse handling tips?
- Lighting without Shaders
- Features on horizon...
- Getting rid of SDL
- FBO Readback problem
- FBO code
- some questions about a volume rendering project:
- Chaining vertex programs
- Problems with Quadrics
- Widget
- Which texture format faster???
- Ocean shine - how to implement without extensions?
- volume rendering light problem
- a Z-buffer problem
- Commercial Font Library
- SwapBuffers taking 96% of my rendering time
- How widely is EXT_texture_compression_s3tc supported?
- NV_vertex_program3 and textures
- Computing Shear Value From Degrees For Matrix
- A OpenGL for .NET 2.0 header(alpha)
- So slow
- glTexGen & performance
- Dynamic "decal" lights on brushes
- Rendering to more then one destination camera into texture
- textures and threads