- rumors: new hardware (shader model 4.0) geometry shaders and bitwise ops
- Best way to camouflage precision errors
- VBO Trouble
- web based gaphics
- Environment map: distant vs. local
- will glLoadName on Win64/Linux64 ever use GLuint64?
- Quaternion Camera
- C++ Class problem
- Solaris and pixels > 8 bits
- Normalization cube maps
- subdivision surfaces
- Texture Mosaics
- latest forceware (81.xx +) and glut problems
- .NET OpenGL 3DS Animation Examples?
- A New OpenGL book.
- texturing a stencil buffered cutaway cap
- Starting OpenGL 2.0 development?
- Questions regarding FBO
- Stereoscopy & Nvidia & example!
- Anyone seen this error before?
- Question about passing arbitrary data to the graphics card
- Enhanced vertex arrays
- Context for Renderbuffer off-screen rendering?
- Question about checking download speed
- Overlapping Windows and glReadPixels()
- Anisotropic Decimation
- FBO+DEPTH_STENCIL+81.xx = trouble?
- 3-d dynamic graphics that change with info from web
- Texture lookup into vertex and fragment shader with Cg
- CopyTexSubImage stalls the CPU?
- volume rendering light problem
- Creating Vertex Buffer Objects
- problems moving from arb_texture_rectangle to arb_npot
- What's wrong with my opengl fbo program
- How to save all the states of RC?
- FBO with two 2048x2048 texture_2D attached = GL_FRAMEBUFFER_UNSUPPORTED on nvidia
- Search the code of getting all OpenGL states
- ogl texturing problem
- Can gpu render target be some vertex buffer like vbo?
- creating terrain
- How to read the bump map texture's filename from 3ds file
- mipmapping problem
- CG_PROGRAM_LOAD_ERROR -> The Program could not load.
- Trimmed NURBS bounding box
- Question about glClear()
- From OpenGl to MPEG-4
- Help with terrain viewer
- GluBuildMipMaps() creates a border on ATI cards?
- NPOT DXT1 textures with borders?
- Perlin noise in a fragment shader
- Point Sprite example
- Beyond 1.3?
- NPOT: difference between non_power_of_two_ARB vs texture_rectangle_ARB ?
- N-Patch?
- How can I use glOrtho and gluPerspective in same frame?
- Testing OpenGL applications
- implement some OpenGL function
- Textures and pixel buffer objects
- Environment map: a set of parallel lines
- Drawing to JUST the depth buffer
- Palette swap on an OpenGL texture
- FBO : how to set a 24_8_NV texture in the depth attachment of a fbo (for hardware SM)
- Occlusion Query - INVALIDENUM
- how to play video in opengl?
- max value with fp16 blending? :(
- Problem with glReadPixels from GL_BACK on FireGL only?
- Multitexture - Texture with alpha plus environment map
- Very Large 2D Image Rendering
- cross-sections with overlap
- VBO arrays and index arrays
- a simple task...
- Problem with including the glut.h
- Reflecting local textures on object
- Tri and Quad Outlines Rendering to a Bitmap
- Interpolating between vertex normals on a triangle?
- Rotate a vector around another vector?
- glGetTexImage() and cube maps ?
- Getting FBOs and shaders to work together...
- Detail textures on a sphere
- Transparent window!!!
- Why it is so difficult to find GLU 1.3 ?
- accelerated argb offscreen rendering on windows
- SGI GLU Sample Implementation fixes
- In search of more interpolants....
- How to use fog correctly in opengl application?
- how to draw a sphere?
- How do I render the Depth Buffer using FBOs?
- Reflections
- where do i get gl.h 2.0?
- Sharing context across processes (non-Win32).
- Accessing normal and float textures from fragment shader...
- OpenGL versions & extensions
- 3D texturing on 3DLabs Wildcat Realizm800 640MB
- concering future direction of gl
- Multipipe OpenGL rendering on Windows
- border parameter of glTexImage2D only works for RGBA format?
- Improving Performace
- fp16 blendig, bad values
- glDrawElements
- ATi and nVidia working together to make OpenGL 3.0
- model format
- GL Points slow on NV40 with 8XS anti-aliasing enabled
- How to smoothly pan a complex 3D object?
- GL_TEXTURE_3D in CG v1.4 vertex shader?
- Using multiple FBOs at the same time messes the drawing
- Shadow Map Projection problem in fragment/vertex program
- Lightmap slow
- Lightmap slow
- Clip Map Textures
- Extension Pointer
- vertex shader texture image units
- GL_BLEND and FBOs
- OpenGL technical wiki is available
- R2VB and AA with FBOs on ATI cards - when?
- 6800, float FBO and supersampling!
- using of gluNurbsSurface , terrain
- Porting to OpenGL 3.0
- FBO and attachements of different sizes
- PointOnUnitSphere for Virtual Sphere question
- extensions: function pointers
- strange slowdown (possible resource exhaustion?)
- about the wiki
- Statechanges
- Determining supported color attachment types for FBOs?
- glCompressedTexImage2D and NULL data
- Extensions and VB
- 32 Bit FBOs
- Near Plane to Far Plane Line Question
- constant blending with RGBA textures?
- gl_FrontFacing Mystery
- WGL_NV_SWAP_GROUP
- doublebuffer cause flickering prolbem
- Questions about non-square compressed mipmap texture in OpenGL
- best performance for texture upload?
- 16bit grayscale textures
- Fast texture creation
- RFC by the ARB synchronization working group
- Invalid texture names ?
- VBO/PBO Perfomance
- DOT3 Texture Lighting
- *_make_current_read
- fbo sharelists crash
- Glowing Mesh - How ?
- reflections on single sided objects
- Texturing Question/Problem GL_CLAMP GL_CLAMP_TO_EDGE
- max performance of pci-e gf6600gt?
- FBO performance
- 16bit depth + FBO
- Translating ps 1.1 to NV tex shaders+reg comb
- Display Lists with Multiple Textures
- NVX_instanced_arrays release date?
- Using too-large textures
- Using excessive texture
- Creating a hole
- how to use cg with textures in vertex and fragment shader?
- Bizarre VBO performance/deletion issues
- Testing if a polygon inside(!) the viewing frustrum really would be drawn
- No depthtest with FBO
- NVidia Boardstore?
- Game Engine using 3DS models
- union of two transparent objects
- Compressed Vertex Arrays
- performance of accessing textures
- ATI + FBO + min filter + GenerateMipmapEXT -> artifacts, access violation, crashes
- Incandescence and Transparency
- strange Display list problem
- Fast mipmap generation
- FBO best practices?
- Sand pixels on ATI
- drawing my ui
- uniform float multiply 2 exp X Bug Ati Radeon X1900XT / FBO/RenderToTexture
- Question about Point Sprite
- Real Rain Simulation
- Evaluators
- Internal texture repeat
- Rendering lots of regularly spaced hexagons
- GL_EXT_framebuffer_object problem INCOMPLETE_ MISSING_ ATTACHMENT
- NURBS
- Swapbuffers priority
- texture splatting
- Perfomance lost after rendering to MRT on ATI
- glColor4f vs Materials
- rotate around a custom object
- Nvidia SLI and off screen rendering
- FBO->PBO->VBO
- Multi-texturing equation question.
- packing rotations per vertex
- FBO + Cubemap + Floating Point Textures...
- shadow colors
- Problem with GL_REPLACE and glAlphaFunc
- Complex shadow volumes
- Normals and GL_TRIANGLE_STRIP
- FTGL and display lists
- depth problem
- PBuffer slow after deleting and creating
- A question about gluLookat and projection matrix
- OpenGL wiki
- stencil Shadow Volume zpass
- Dependent texture reads
- GL_BGRA & GL_*_REV
- Offt: texture filtering state
- Incomplete FBO after glFramebufferTexture2DEXT
- gpu endian.
- Different size PBO
- GL_RGB10 render target
- wiki topic: nvidia gffx info
- OpenGL & MultiThread & East language input in WinXP
- Multiple Render Targets with FBO?
- shadow for static mesh and static lights
- OGL selection vs strip stitching
- Clipping before Culling
- R3_G3_B2 textures
- Vertex Array Error
- Possible NVIDIA FBO bug?
- Moving game agents around the map
- best method for skybox
- VBO and Multitexturing with a Cubemap
- Window DCs as OpenGL texture
- The PSHader with point sprites
- Different MipMap Technic!
- Floating point textures and FBO
- How to determine the pos of texcoord is odd or even in CG
- dealing with multiple stencil buffers
- glFramebufferTexture3DEXT rendering
- Minimum requirements: extensions support
- Off-screen context creation
- reading floats from pixel buffer objects
- Archiving Data for Program Retrieval?
- Not satisfied with stencil shadows
- clamping with linear filter on float textures broken?
- Carmack's MegaTextures
- How does F.E.A.R. combine stencil shadows and lightmaps?
- EXT_stencil_clear_tag
- Multiple Bump Maps on one surface?
- Shadow mapping in less than 3 passes
- Is it really that I can't get a correct 3D coordinate from 2D screen?
- directional matrixs values
- Relief mapping without shaders
- Handling textures when generating a shadow
- Loading a model from a file
- Rendering to FBO, but alpha channel is saturating.
- Problem with fragment.position, ATI specific
- OpenGL data types
- ATI multisample problems
- GL_NV_DEPTH_CLAMP fails in some 'game profiles'
- 7800 / 7900 GTX driver bug or hardware problem? edit: sample included
- reading from a frame buffer from the FS
- clamp for projected shadowmaps
- About Contexts
- Clip issue