- Call for experiences with threading and game design.
- Masking with GL_ALPHA texture
- Animated Textures
- Area Light Source
- rendering line widths
- Faster Matrix Multiplies
- Bug in culling when GL_LIGHT_MODEL_TWO_SIDE is active
- two GL contexts at once
- WGL_NV_allocate_memory
- Help wanted...
- Interfacing OpenGL with a Webcam...
- Register combiners
- window repair w2k
- overlay layer with color index mode
- glReadPixel with video memory
- Best format for glReadPixels ?
- texture mapping forcing glDrawElements to software?
- !!ARGH!! *.MAX file loader - does any one know how to load this file format? !HELP!
- MD2 vs. MD3 vs. HL-LIFEModels vs. UT-Models...
- raytracing
- Arbitrary domain transformations
- Help with NV_vertex_array_range && EXT_compiled_vertex_array
- Environment mapping - spherical
- Vertex position after tranformation?
- BackBuffer creation fails.
- Indirect3D open project
- gl texture memory management
- Multiple lightmaps on one poly
- OpenGL 1.3
- opengl transformed 3d vertice to 2d screen space
- vertex shaders
- Hidden line
- attn: Eric
- Texture Coordinate Interpolation Scheme
- Multithreaded Rendering
- Getting 3D ray from 2D point
- Please give me advice on Vertex Arrays
- FPS counter
- Textures with color-key?
- OpenGL Extensions
- are GL_COLOR_INDEX textures converted to RGBA-Textures?
- hirerchical animation system
- setting hardware device
- vrml97 object rotation ( the sfrotation format)
- WIN32/MFC window class registration question...
- multiple light sources
- Back Buffer Retrieval
- Unreal Tournament like watereffect
- PolygonOffset and SGI Hardware
- Particle engines
- Choosing OpenGL device
- glViewPort() Error outside a glBegin()
- Vertex Array optimisation.
- Please Help
- Profiler
- Stereograph
- knot points and control points in NURBS
- Question for Matt and other driver developers
- wrong texture coords on md2
- Texture matrices.
- Rotation problem, i even do a WEB page to let you see my problem
- saving an octree
- Evaluators and optimization
- NURBS
- Strange behaviour with OpenGL/MFC/VC++ - Any Ideas?
- Auxiliary buffers
- Multi-platform engine with C++.
- Texture speed up in OpenGL with GeForce2
- PIII 600 faster than AMD Athlon 800?
- internal texture formats & nvidia
- clearing card memory
- small warning: no email for 2 weeks
- texGen and CVA
- How to avoid redundant transformations
- Can I directory draw GL scene in memory?
- OpenGL Extensions
- bezier meshes?
- Reflective Textures
- 16bits textures..
- Shadows and Plane equations
- _Weird_ problem
- drawing two polygons is preferably to two sided lighting
- lightmap storing
- Make an Editable Mesh from Spheres!
- How can I use a texture's alpha values for blending?
- Collision Detection
- lightmaping and volumetric shadows
- I want to modify Texture Objects in real time.
- :) MERRY CHRISTMAS
- Enviromental Mapping
- Pixel/vertexshaders in OpenGL or equivalent?
- Compiled Vertex Arrays, GeForce2, Crash !?
- GLUT.pas for Delphi?
- Lightmaps
- GL Performance -- MFC vs. Hardcore Windows
- Multiple windows
- my total matrix is missing something...
- texture blending
- Texture coords generation and stipple buffer
- glulookat not working :-(
- Lightmaps
- Compiled Vertex Arrays
- picking objects
- Tutorials Site
- EXT_compiled_vertex_array
- q3 like shaders
- Example source for importing models
- Evaluator & texture coordinate
- How to check for a collision between a triangle and a sphere
- textures with multiple rendering contexts
- Interpolation and extension
- glLockArraysEXT\glUnlockArraysEXT?
- accessing data inside an AUX_RGBImageRec structure
- Texture Mapping Height maps
- Problems with setting up GL in separate thread
- Some advice please.
- Projective texture mapping
- Manually loading GL DLL
- 2 textures on one face
- Quaternion Problems
- View Vector
- Happy New Year!
- strange problems with Geforce2 MX
- using ARB_texture_compression
- Overlighting
- 3d mouse coords.
- GDI errors
- tesselation & textures
- Disable Opengl (temporary) on my computer
- how switch off - DirectDraw on my comp
- per-pixel point light using one tex unit
- application crashed when closed with 3dfx card.
- Retrieving to matrix
- Client/Server and OpenGL
- Blitting like DirectDraw
- how disable run(load) OpenGl32.dll
- XOpenGL.dll: interested anyone ?
- world culling
- Skydome techniques
- opengl speed up
- Windowed Voodoo2 possible?
- textureproblem
- About Voodoo5 Video Card
- ogl Extensions
- Saving front buffer for later vram use?*$!
- Depth Testing doesn't work with GL_LINES, but it works with GL_TRIANGLES
- wgl vs glut
- How to use tripple buffering with ogl
- Poly Transformation with Octree/Frustum culling
- Pixel Formats and Screen Resolution
- adding win32 menus and toolbars
- how to use both gdi and opengl
- Surfaces & Trimming
- Need help with geometry...
- Front to back drawing...
- GL_LINES Crashes my app.
- Correct transformations?
- Teapot vs. Spheres -- confused
- rendering pipline help?? thoughts, ideas, questions! :)
- OpenGL and Win2K?
- Screw NVidia!
- GeForce2 wireframe performance in my engine...
- Lost Mouse Events with GLUT
- Efficiently Packing Lightmaps of Arbitrary Dimensions
- How to do real time smooth blending of Triangles using OpenGL
- How can you set a pivot point for a 3dmodel?
- Picking points using OpenGL
- How to export Vertex Weights ?
- About the Fake Envirment Mapping in Q3?
- OpenGL's Sphere Mapping
- Point shifting
- wgl
- buffer region extension(s ?)
- is an octree the same as a bsp?
- opengl with watcom?
- multitexuring and vertex arrays
- rebel act's blade
- OpenGL portal examples/tutorials?
- glutGameModeString
- Texture Matrix Implementations
- Warcraft 3 landscape texturing....
- blending from one texture to another accross the face of a polygon - quickly?
- Using the reflection vector in Spherical Environment Mapping
- Stereo images and 3D glasses
- Front buffer XOR rendering not works on GeForce2
- OGL blending
- n-control points for bezier
- 3d Studio Max
- Odd OpenGL rendering problems in Win2K
- GL_ARB_texture_env_sub?
- Triangle strips
- a user inputs triangles and they have to display
- Lightmap calculation problems
- problems with multitexturing and lines
- Changing refresh rate and interlaced video mode
- Blending & Multitexture & Vertex array??
- Stencil buffer question
- Vertex Arrays (glInterleavedArrays) - Help!
- Single Window
- Nurbs Tesselation
- Opengl animation looks 'wrong' when windows gets busy!???
- Looking for info on GeForce2MX / MacOS
- Adding particle effects to models?
- Non-squared Textures
- How to do smooth shading using my own color set
- MAX normals
- glDrawElements or glDrawArrays?
- Rendering to Texture/DIB
- What is the difference between bilinear and trilinear filtering?
- read object data from a ASC file
- Creating a set of TRI STRIPS from a grid of vertexes
- Axonometric viewing for skyboxes
- Anyone wanna test my 3d engine?
- We aren't prepared for GOOD shadows!
- DIBs again...
- Multipass rendering
- GL_NV_texgen_reflection
- Z-buffer problems
- Z-buffer problems
- Portable OpenGL Solutions
- selection with transparent textures
- Vertex Shaders
- Smooth polygons speed - GeForce weakness ?
- Multiple MFC views with OpenGL
- How to make a poly always face the viewer?
- Transfer of a Direct Draw surface to OpenGl
- SDI+splitter+OpenGL
- glDeleteTextures / glGenTextures crash!
- linux stuff
- Depth sorting with transparant billboards
- Problem in Beginner Board
- NV_vertex_array_range extension
- Planar Shadows
- Frustum Culling with a set of Index Vertex Arrays?
- Graphics books
- A picture in a wall, without create a new object
- Obtaining the frustum clipping planes
- Open Inventor for Windows
- Opensource Graphics Library....
- Any cool 3d real time tech magazine ?
- Cut an ellipsoide in several parts (half, 3/4, y axis..)
- Terrain, rendering texture-tiles..
- Adding alpha channel to textures
- Are the 8 lights in OGL free on T&L cards?
- s3tc compression
- graphics cards
- how to avoid 16Bit ZBuffer artefacts??
- Using the stencil buffer to cap solids
- Video?!?!?..........Embedded in OpenGL????
- Hairy balls