- Regarding the MSAA algorithm
- Multiply MVP matrices by a (0,0,0) point=(0,0,0)?
- Center Of Mass Rigid Body
- Projectile motion
- Euler angles and extrude direction
- Geocentric to topocentric
- roating a 2D mesh (glpoints)
- Basic collision detection
- How do I code a spline path?
- question on z-buffer depth test algorithm
- Can OpenGL handle nonrectangular pixel distr?
- correct matrixes
- Skinning algorithms
- GLM lib differences in matrix to quaternion ?
- profile and extrusion
- how the matrix of glOrtho is derived?
- 3ds max file does not work properly in opengl
- Regarding "A pixel is not a little square"
- tangent space
- Regarding the projective space
- Inverse Orthogonal Matrix
- Poligon using the mouse
- how to get the vertices coordinates
- GLUtesselator, zero-area triang, & T-intersections
- Parenting object while keeping same worldspace
- Rotating around a World Space Axis - How Works?
- Mouse Picking? with my Game Machine
- Modifying Texture Coordinates to represent visible area
- Drawing an Arc in 3D
- Normals for cylinder
- Projective Textures, view only section
- about perspective projection matrix
- Sine/Cosine wave for sunrise and sunset
- Non-Convex Polygon Clipping
- Inverse Matrix
- Using Trigonometry to draw concentric circles following a path
- developing a new function/class for opengl standard
- Plotting 3D Coordinates onto a 2D Plane
- How To Use Quaternions
- Normalized device coordinates for world coordinates using orthographic projection
- a to convert a matrix to a quaternion
- draw an object that looks the same size regarles the distance in perspective view
- 2D view with Z scaling, but no perspective
- A fast algorithm for collision detection, Simple android game, Suggestions needed
- Get orientation from vectors
- Extracting camera position from a ModelView Matrix
- Camera rotation from vector
- Near & far parameter in glfrustum-glperspective c++
- help with the rotation formulas
- Constant Line Width
- Rotation Relative to parent
- loop drawing cubes
- Moving the camera on an ellipse
- Coordinate Projection - Appropriate Values
- matrices and projection
- Help getting perpendicular angle of point on sphere
- OpeGL accuracy
- Getting polygon (triangle) edge normals in 3D space - perpendicular to surface normal
- Virtual Sculpting using OpenGL and Haptic Device
- Math skills for beginning Opengl
- Applying Quaternion rotation to a cube
- quaternion indices
- Need help with skeletal animation
- Another OpenGL (and Direct3D) matrices thread
- Did Someone do the job "H.264 encoding with OpenGL ES on Mobile Devices"?
- Help reconstructing pixel position from depth
- perspective GUI frustum
- Light Space Perspective Shadow Mapping
- ranges
- sort on x and y of 2d points
- Finding X-section of any arbitrary polygonal model
- Finding curvature between two points
- cuboid collision response
- 3D Game - When any arrow key is pressed the screen goes smaller then dissapears
- glutKeyboardFunc problem
- glutKeyboardFunc problem
- Detection of edge of a polygon
- Some problem with deleting tringles using vector iterator
- 3D data reconstruction
- Walking on a sphere
- Calculating eigen vectors from a set of points
- 3D rotation mismatch calculation
- Perspective projection of a 3D head
- Mapping two polygons
- Smoothing vertices of a polygon
- Mapping a polygon to a unit sphere
- A simple question on interpolation/extrapolation
- import model to OpenGL project
- can someone explain me this Collition detection Test function
- Constructing surface from a set of contours
- A very beginner's question
- Hight of point on 3d Triangle
- Trying to implement an FPS-like camera.
- GLM, triangle intersect and barycentric result
- Fitting a curve within a triangle
- I need your help
- GLM - compile error with the division
- From window coordinates to world coordinates
- Polygonizing a grid after subtracting an irregular portion
- Matrix error
- How to interchange glTranslate - glRotate
- slope of a line
- 3D Face Expression Database
- Texture mapping ::: 3D Face Mapping
- Finding coordinates of Koch curve
- Convert 2D images into Stereoscopic images
- Creating and using AABB for collision detection 3d
- Determing facet winding
- Finding the convex hull of a set of points
- Smoothing the dges of a polygon
- creating 3d with mesh, problem with face
- Rotations after swapping axes
- Structuring a matrix library
- Does this function appear to be row-major?
- Rotating and scaling an object using gluLookAt (Mathematical conversion)
- Clamping the dot product in a Slerp for Quaternion
- Deferred Shading
- Pan Functionality in GLSurfaceview in Android
- GLM::Projection questions
- Finding all the points that lie inside a polygon
- Moving faster when going in right angle
- converting glm::mat4 to XMFLOAT4X4
- 3d-Ellipsoid
- (non realtime) Hidden face removal
- Why stray from cross platform when there is ANSI STL????
- Access glm::vec3 component by argument?
- stuck with 360 camera loop
- extrusion
- Algorithm to fill quad determined by 4 points with voxels.
- Problem about opengl camera system.
- Dual Quaternion Skeletal Animation
- Butterfly subdivision
- Can I create my own instruction set in OpenGL ARB?
- I need the code of Progressive mesh based on the edge collapse algorithm
- Ray-Line intersection test
- [glm] Use quaterions to move the camera direction according to mouse movement
- Coded examples in CSG
- Stereo matching and disparity
- how useful are exponential maps?
- MatrixMode, glLoadIdentity, glTranslate, glRotate remvoved from OpenGL new versions?
- Boolean operation
- intersection test, ray obb inverse model matrix
- N-Arbitrary Rotations -> Euler angle shortcut?
- OpenGL and OpenCV not matching up
- The solutions for the intersection problems of Bezier curves
- Ground fog algorithm
- trying to draw a sphere in a single triangle strip
- FPS Camera in OpenGL and glm
- I'm asking for not-faceted models guidance
- How to smoothly connect a number of points
- Rotate object around its local coordinate system
- Triangulating a surface constructed by 3D curves
- Finding if a point is in front or behind a plane
- opengl function
- Translation after rotation
- 4x4 Transformation Matrix question
- Decent View Camera System
- Simple (not for me) rotation question
- Simple (not for me) rotation question
- Formulas for glViewport may be not exact
- AABB-Triangle intersection point
- Android: How to find the position of the mouse pointer hit on the object in 3d space
- Code explaination please
- Need some suggestions about transforming a projected image
- C++ fast itmap resizing/blitting algorithm
- Roll Pitch and Yaw - Airplane style rotation
- Camera rotation glitches
- Cube Plane intersection points
- Creating smooth curve from sampled points
- Matrix class
- A simple question on matrix in opengl and opencv
- Check for every triangle of a mesh if it intersects triangle of another mesh
- The swarm of insect: how to in opengl
- HELP! Collision Detection: NOT WORKING?
- How to create a sand effect\pile up?
- typo or?
- Distance to lines results in inlets at line crossings
- gluPickMatrix Implementation
- questions about Matrix using glm
- Having trouble unprojecting an orthographic view
- Questions: GL_LINEAR is not working in android GLES 3.0
- Creating a surface from a closed path composed from bezier curves
- Need some clarification on transformation matrices
- Algorithm for comparing word with randomly distributed substring
- Finding euler angles from axis-angle representation
- Order of x, y, z rotation angles in OpenGL
- About matrix math libraries
- Different functions from a triangle
- Finding intersection of a ray with arbitrary surface
- Calculating orthographic matrix parameters from perspective matrix
- Multiple planes on collision detection sliding
- How to calculate camera roll...
- Animating nodes objects
- Matrix/Vector/Quaternion Issue
- Translation of the point normal to the line
- Matrix transformations for trackball rotation OpenGL (LWJGL)
- Dual Quaternion Slerp
- Current literature / benchmarks for visibility computation on the CPU
- Derivation of Crytek's "spheremap transform" normals?
- False positive result during collision detection
- Calculating final vectors after applying clipping projection matrix
- Rotating an object along the vertex axis normal of another object.
- How may i have the z coordinate of each pixel after rastrization
- Rotating a body in the direction of its trajectory
- Save Matrix
- Specification Understanding difficulty
- Cube Map Query Question...
- Add openGL animation in native app.
- Dct
- Mandelbrot zoom acts weird after several zooms!
- Difference between Gouraud and Phong Shading
- Wrong Blending of 4 Dual Quaternions
- Orthonormalize three vectors
- Synchronization of 2 independent applications coordinate systems
- Realtime Ocean rendering - I'm lost
- True Camera via OpenGL4.5
- A common solution of NURBS-Intersection
- what is the use of this function (in need of line to line explaination)
- question about books
- generate contour from the 3D model
- Line Antializing
- Restoring a vector after multiplying it by a matrix
- Abstract Phong Material Description for OpenGL & Raytracing
- Some queries about vector - angle between each other
- Intersect triangle with segment
- Clumped Distribution
- Best unique subdivision algorithm
- 3D Poisson distribution
- Tesselate triangle
- Eye-Position from Depth and NDC, Compute Shader
- Seamless triangular patches
- Animated Perlin Noise: behaviour not as expected
- Camera view matrix inverted?
- How does drawing circle work?
- Billboard Help
- Linear Mapping issue
- Quaternion Skinning
- Collision Detection using View Matrix of two objects.
- divide an arbitrary rectangle into set of squares
- Subdivide a 2D region with several holes within it into several regions with no holes
- Point plus vector gives odd result
- Linear math: can't seem to rotate translated coordinates
- How to make flying around in 3d Space work with Quaternions in OpenGL
- Rotate point sprite given a texture atlas
- Non-smooth subdivision algorithms
- how to reconstruct depth from texture?
- Making an object in the game to rotate toward you.
- Algorithm implemented for drawing line in OpenGL