- ATI, GL_NV_Fence, GL_Sync, and Threads..
- Query points close to a cut plane in point cloud
- Putting gluQuadratic objects into VBOs...
- which internal format should be use for 10bit img
- OpenGL and Multithreads
- rendering from audio/radio signal or camera view
- Catalyst 8.9 with OpenGL 3.0 support
- Is it possible to FBO+cubemap(or array tex)+MRT?
- glCompressedTexSubImage2D
- Can I change texture's internal format freely
- i32f texturearray DMA streaming problems
- Need PCSS demo/code
- Are vertex attributes in a fragment shader valid?
- glCopyTexImage2D
- glCopyTexImage2D and transparent clear color.
- Semi-transparent texture
- id Software File Format(s)
- Render to texture using FBO on ATI Radeon 9550
- Two images difference using OpenGL
- Install OpenGL program with a driver
- Number of vertices
- texture_buffer_object slow performance
- Rendering context issue
- Invalid Operation - glDrawBuffer/glPopAttrib
- Is this motion blur paper correct?
- State Management Architecture
- OpenGL / Windows Vista problem
- Textures: glEnableClientState vs glEnable
- PBO for async glGetTexImage, random slowdowns..
- Display lists vs. vertices arrays
- Deferred Shading...How to Render Sky w/o Lighting
- working around texture wrapping
- FBOs and depth peeling
- FBO, multisampling and render to texture
- Texture Atlas edge artifacts...how to fix?
- How to use glDrawElements to draw a building?
- Depth comparison
- GL Shader 1.30 and fragment outputs
- a problem on shadow mappping
- Ignore Pixel ownership test?
- Application hanging with NVidia drivers 178.13?
- ATI support as of 8.9 drivers
- SetPixelFormat problem
- creating context, opengl drawing(Visual Studio 6)
- depth testing with FBO
- issues on shadow volume
- glDrawElements
- Multisampled color buffer with non-MSAA depth?
- Memory consumption of vertex arrays w VBO
- Multiple sample FBO problem in line drawing
- Probleme with PixelFormat And OpenGL Extension
- Instancing with EXT_draw_instanced
- How is gl_FragCoord.z computed - depth calc prob
- Multisampled Depth Renderbuffer
- How to copy data from one texture to another?
- Problems with GLM library
- Outputting FragColor as a ubyte
- OpenGL for Windows Forms
- Difference between OpenGL and CSGL
- Issue in using depth texture for VTF
- how to view image from ycbcr using glDrawPixels()
- PBO + glReadPixels not so fast?
- Quick question about wglCreateContextAttribsARB
- Marschner hair lighting question
- Bug with glTexSubImage2D with Texture NPOT
- Dulling down overlapped blended polygons
- how to get available GPU memory space
- Determining angles from Modelview Matrix
- NV_explicit_multisample specification
- FBO and TEXTURE_RECTANGLE_ARB
- Geometry shaders and depth testing
- VBO perfomance drop after some BufferData calls
- creating nurbs
- Skydomes
- Stencil Buffer Replacement
- Framebuffer blit on float targets
- who's using occlusion testing
- Glu Tesselator Crashes!
- FBO + RTT array layer + newer drivers = error!
- Dual display cause performance drop down
- The most "Industry Standard Method" for shading?
- Mapping problem
- Conditional render with BY_REGION_WAIT crashes
- Quick FBO question....
- glVertexAttribPointer or.. ?
- Quad strip issue
- Hierarchial Occlusion Culling
- querying available AA modes?
- how to add texture to a ray tracer
- glDrawPixels affected from texturing?
- Request For Shadow Mapping Tutorials Using GLSL
- Scaled object faster than 'big' object.. Why?
- Problem with vertices projection
- help required
- GL_ARB_vertex_array_object
- GL_EXT_direct_state_access, how are you using it?
- FBO Problem on ATI - driver bug?
- What does GL_STEREO mean?
- OpenGL application on x64
- Linking Program Problem
- How to do supersampling of a raytracer
- wglShareLists - Sharing textures between rendering
- Triple buffering
- [ATI BUG] glUseProgramObject() NOP changes output
- Which way is faster for VBO usage
- Area of light influence and deferred shading
- Mipmap questions
- Pre-mature EOF in Shader???
- Quick query about the GL 3.0 spec
- glTexImage3DEXT crashed
- WGL_NV_gpu_affinity problem
- 3D Grab Handle
- How to implement glow
- 8.11: GL_EXT_transform_feedback on ATI card!
- Volume Intersection Problem
- black blocks appearing out of nowhere
- What will be the facing of co-linear triangle?
- The meaning of the 0.375 pixel translation
- Question about lines/triangles with adjacency
- Depth FBO problem
- 3D Mouse Drag
- Support for line smoothing in float fbo
- TextOut on the buffer OpenGL
- 32F texture clamping?
- Replacing gl_NormalMatrx...
- what's the impact of glBeing(),glEnd()
- Question about Multi Display OGL render?
- True support for render to RGBA16 (not float)
- massive occlusion query in FBO
- PBO Performance (yet again)
- GPU-based mesh deformation
- mipmap genaration from several texture handles
- Coplanar line and polygon
- quetion for SLI:is there any api in OpenGL for SLI
- Corrupt compressed 2D texture array texture on NV
- FBO problem on ATI
- Question about Deferred Shading implementation
- No texture fetching on Radeon 4850?
- Serializing texture generation from threads
- Problem With Stencil Operations
- Reduce code, use of glTexImage3D ... ?
- can't figure out alpha blitting
- Terrain using geometry Clipmaps
- Anyone using COMPRESSED_RGBA_S3TC_DXT1_EXT?
- Question about obtaining position from depth..
- Understanding GLexpert output
- work with several contexts from different threads
- Instancing without bindable uniforms?
- Max uniform matrix array size?
- Question about per pixel lighting equation
- Reading FSAA with FBO and glReadPixels
- Update on the latest gDEBugger developments
- Changing Picture Every Several Seconds
- Projection problem
- Projective texturing problem with shaders
- Reading back an integer texture (texture_integer)
- GL_RGBA textures
- Wanted! - MMOG Know-how /technology to buy
- OpenGL Offscreen rendering using Windows Bitmap
- Attach back buffer to FBO
- GLext.h won't compile
- MRT
- fragment program (arbfp1.0) Blur effect
- Using GL_TEXTURE_BASE_LEVEL with a comple texture
- 2d line into 3d rectangle/square
- Weird shader behavior: discard and gl_Normal
- Unicode text?
- Write to stencil buffer halts the application
- Wireframe in GL3
- Walls, windows, and doors?
- About BUO binding point
- Sample MRT Texture and Write to its attachment?
- Deleting a framebuffer makes my application crash
- NVidia multithreading problems
- Intermediate lighting buffer for deferred shading
- number of the OpenGL 3.0 beast
- Flattening 3D to 2D?
- Software textures.
- Is it possible to develop an appn for data conver.
- shading a scene when using shaders
- Early depth pass benefit when target is FBO?
- graphing z=f(x,y,t) on large x-y grids
- PBOs slow... Looking for the reason..
- Rendering with 2 contexts killing the fps
- Depth texture and FBO
- glGenerateMipmapEXT crashes on ATI
- Live video and texture2D
- FBO viewport issues
- Switch between MSAA and no MSAA in realtime
- glCopyTexImage2D for mipmaps
- drawing into 2D texture
- PBO DMA transfers and completion
- Architecture: Why is OpenGL state-based?
- FBO performance drops
- glMapBufferRange and GL_INVALID_OPERATION error
- 3D Puzzle
- FBO performance problem on NVidia
- shadow map question
- GL_EXT_gpu_program_parameters not working :(
- S3 Graphics?
- Indices in VBO
- Multiple glLight & GL_DOT3_RGBA
- Optimising OpenGL in Blender 2.50 - swap buffers
- ARB_instanced_arrays
- NVidia Driver Bug with 2 displays
- VBO - Remote Display fails
- Hiding a bitmap
- driver bugs with glstate.light[i] uniforms in fp
- Camera control for 2D-3D-2D transition
- Hierarchical Shadow Map
- FBO's in Double Buffer for offscreen rendering?
- Weird Drawing Behavior
- Scissor state not saved with GL_ENABLE_BIT
- Writing the Blend-Color in the fragment shader
- Methods for getting dedicated VRam size.
- OpenGL shared context.. Simple example..
- Reflection / glTexGeni Question (with Image)
- Change FBO attachment on-the-fly
- Vertex array object
- FBO working for tex_rectangle but not tex_2d
- Need asset: RGB32F pictures ...
- VBO and indices
- Advanced image capturing
- check for render-to-float-texture with blending?
- Alternatives to OpenGL picking...
- VBOs on multiple displays (windows)
- Disable Texture Unit in fix function pipeline
- Loading screen
- Optimize performance for displaying text
- Alpha scaling with fixed-func OpenGL
- panning
- Multisampled FBO => flimmering artifacts on ATI
- masking and performance
- When a call is really a redundant call...
- Anyone used VTF to do terrain rendering?
- GL3.0 and matrix stacks
- MRT and blending..
- AMD r600/r700 cards register specifications..
- VBO: GL_ELEMENT_ARRAY_BUFFER with tex UV coords ?
- Shadow mapping - no shadows
- Laptop GPUs with more than 8bit/component support
- FBO switching overhead
- At a loss for shadow map
- ATI: glTexImage2D with large texture doesn't work
- gluSphere, glDrawArrays and Blending
- Stuffing Elements into combined Vertex Array...
- So many vertices!
- Texture2DArray and GL_LUMINANCE32F_ARB
- On board GPUs
- GL_fence_NV and glFinish