- link error
- other windows client areas...
- OpenGL implementation details link
- Maybe a glGenTextures trick
- Runway lights ????
- Multithreaded OpenGL
- Productivity and waste
- How i can draw rotated text in 2D?
- Fullscreen flipping
- Another topic about vertex programs
- Font problem in the forum ???
- Very off topic
- Is there a problem with the Matrox G450?
- Rotate, using Sin, Cin??? Help!
- Multitexture, lightmaps and voodoo3
- Shadow Volumes/Stencil Buffer
- shadow maps vs shadow volumes
- WGL Color Palettes
- Area sources with BRDF lighting
- vertex array question
- Character mapping questions
- Using Q3 BSP format and Q3Radiant for a commercial game project
- How to do fast & smooth shading?
- School Research Project
- Best way to draw mesh with face normals?
- gluPerspective vs glOrtho
- Combiners & Pixel Shaders.
- VBLANK and timing
- program works w/ generic, not with accel. why?
- Depth of Field
- What are faster?
- Multiple translucency Objects .
- Blending
- glReadPixels doesn't copy alpha values
- 3ds no problem... DOH!
- Fast normalization - slightly off topic
- explicitly setting z values
- Dot3 vs EVBM: Which is better?
- Selection buffer and 2D bitmap
- Unicode Font
- glColour3f doesn't work on my gluSphere
- Creating dynamic arrays ??
- Lights Turn Off When Single Buffering?
- Upside down bitmaps in OpenGL
- OpenGL in COM/ATL
- Many free tutorials!!!
- Reflections with stencil buffer
- can i place objects from 3d studio in my games
- coordinates..?
- Water coords in heightmap
- Whole world seems...? Inside out?
- TexCoord4d-what does the q coord. do?
- Vsync & WGL_swap_control
- wierd memory error.
- Cool spark/particle effect demo
- heightfield + texturemapping
- shooting a bullet
- Q: How to draw objects with sizes based on the number of pixels?
- Problem with glPolygonMode
- Problems with Lines on GeForce 2 Ultra
- glTexSubImage2D problems
- Nvidia rigid bodis demo
- blending trouble
- problems with blending....
- Game Demo
- glXCreateContext and sharing lists
- g400 vs GeForce
- Please HELP!. Getting distorted textures???
- Program freezes
- Antialiasing in the Overlay Buffer using WGL
- ModelView_Matrix
- Feeble minded newbie invades the real forum, got to do it.
- Help me!!!!!
- Please help me understand CVAs
- Rise's Technology
- Line by line rendering
- Reversing order of triangles during a strip
- PixelFormat with layer? or not?
- Mouse problems ...
- Q: same z value?
- Program is eating up memory...for what?
- Mirrors and portals
- GLUT - And how to get the fu**ing hDC
- OpenIL and Borland C++ Builder
- GLS and other questions
- How to specify texture matrix on multiple channels??
- linking errors when including header file
- lines vs. vertex arrays
- Are Are Display lists always supposed to be faster?
- How to check triangle-triangle intersection?
- Using wglAllocateMemoryNV (VAR) correctly...
- S3 Savage/IX w/MW in Win98 hangs the computer
- Wow! Detonator 10.5 and T&L performance
- GeForce 256 Performance Problem with Borland C++ Builder
- Interpolation/Extrapolation/Splines
- Multitreading
- nVidia, pay attention! Problems with Lines on GeForce 2 Ultra
- Implementing stecil buffer
- changing from perspective to ortho back to perspective
- Flipping in fullscreen mode
- Implementing a Camera with a Matrix.
- using glGenTextures with multidimensional array
- Decent Style Observer
- MAX_3D_TEXTURE_SIZE
- Will inline functions really speed up my application?
- a problem about wglMakeCurrent
- nVidia & Stereo Support
- getting analytical solution from open gl.
- How to make different Projection View in the split windows
- glReadPixels - again
- Binormals and tangents
- Problems with Lightwave angles in OpenGL.
- Environment mapping problem
- Mutiple rendering planes using GLX
- Mixing 2D and 1D textures.
- vertex array is not rendering - why?
- Black Bordering in OpenGL
- VAR & Video Memory
- nVidia and playblast
- Saving a Display List out to a text file
- Per pixel lighting
- Particle Blending
- Antialiased fonts with wglUseFontBitmaps possible???
- Open Geometry Book?
- Depth refinement
- Black border
- the bad stencil buffer support
- complex object modeling
- Alphatest vs Blend
- starting stereo
- Real time Antialiasing
- Repeating a texture map on each quad of a glyCylinder.
- **Mux Error in NV_Register_Combiners**
- Fonts: HW vs. SW
- 1050 on win2k
- What are the possible ways to draw objects in scene?
- GL_REFLECTION_MAP_NV not working
- GF3 opens on Mac???
- selection buffer
- I want a GeForce3
- Spotlights
- OpenGL Networked Game
- OpenGL Offscreen Buffer
- Texturing a triangel with 3 weighted textures
- color on the stencil buffer
- serious help needed
- are the quarternions the best option?
- 3 questions....
- Offscreen w/ hardware - when?
- sticky windows... a trail?
- 3D file manager
- Vertex arrays - behind the scenes
- Geforce MX under W2K slow down, need help
- Rendering To Texture
- Fading in OpenGL
- Modelling surfaces
- texture parameters vs. texture-unit parameters
- multitexturing with GL_RGB
- Can someone show me a quick example of multitexturing?
- FSAA - and fast.
- Cube Map EMBM
- Refreshing Window
- milliseconds or seconds?
- Wireframe REALLY slow on a GeForce2...what's going on?
- Help needed!!!
- Opengl Function
- how to enforce zbuffer precision on OpenGL
- Fullscreen Performance
- How are the S and T's calculated in Auto mode?
- glEnable(GL_TEXTURE_GEN)
- Bounding Volume Trees in C++
- Switching to fullscreen, aesthetic question
- Simple lighting questions
- Handling brightness & contrast in real-time
- Scene Fading
- Lighting & Texturing not working despite using GL_MODULATE
- Projective texture mapping problem
- Texture file format
- wierd cutoff? plz help
- Spherical harmonics
- Enslaving the graphics processor
- color with a 3ds loader
- What's wrong with ogl lighting?
- giving input from external file
- GF3 vertex shader perfomance is slow?
- T&L ?!?!?!?!?!?!?!?!
- Cartoon filters
- Geforce 256 pixel shader VS Geforce 3 ps
- zoom by rubberband box
- Data type implementation of gluLookat()
- openGL + SCSI
- use the buffer
- Saving Rendered Image to File
- NULL pointers retrieved when querying GL_KTX_buffer_region's functions
- radeon and wgl_ext_swap_control
- ARB/ATI_vertex_blend specs
- Collision Detection
- german site for openGL-programmers
- quad joint problem
- Need help making an app on an octain
- .tga textures anywhere?
- Direct X (they forced me to use it!)
- OpenGL & Windows 2000
- Is list compilation slow?
- Projection of 3d Structure
- how to do soft shadow?
- To clip or not to clip ?
- GL_KTX_buffer_region what is it?
- Bitmap Fonts
- Full Screen anti-aliasing
- How to get a GeForce 3 PC card
- The Best Approach to Vertex Arrays?
- Handling huge textures on a quad to simulate landscapes
- How do you get an object to cast a shadow?
- GL_EXT_texture_env_combine how-to
- nvOpenGLspecs.pdf available ... shortly
- Must see this !
- tutorials and sources
- Opengl on game consoles, such as Playstation2?
- Temporary OGL Context
- glTexSubImage
- Landscape; blend the textures?
- Cutting polygons
- A little help with VAR....
- NVidia demo
- Face Normals vs. Vertex Normals
- concerning pbuffers + texsubcopy
- texture wrapping
- Geforce3 vertex shader question
- Multitexturing and Vertex Arrays
- Luminous texels
- Exception handling?
- querying memory on boards
- Two OpenGL questions need your help!
- PCI graphics card
- Like a beginner :)
- Refraction
- Vertex Arrays and GF3
- Nice colours fo a colour height map.
- Geforce3 question - Please answer!
- vertex programs
- Vertex Program: Simulating OpenGL !
- Question about scissor test oddity
- Vertex programs vs CVAs and T&L
- draw xyz axes
- Any tips on making water "look" good?
- Vertex Sorting
- NVIDIA OpenGL SDK available...
- Multithreading problems
- Multitexture & two pass texture blending