- 3D for Laptops?
- implementing opengl on resource limited platforms
- OpenGL driver using DirectX
- Intel 740 AGP
- OpenGL for RTOS's (LynxOS)
- Is there such a thing?
- What embedded system uses OpenGL ?
- Real-time OS Support for OGL
- semi-transparant texture?
- OpenGL Compliant Cards
- trident blade3d/via mvp4
- X-forge
- what's an opengl embeded system ?
- EKKLA Research : your embedded-openGL solutions provider
- Using the GL_INTERLACE_SGIX ext
- openGL hardware developers
- Cross Compiling GLperf
- Graphic Engine Architecture
- OpenGL 3G Cell Phones
- Best OS for military class AI driven robots.
- Networking for an OpenGL Manager
- Can glReadPixels fail because of the video card?
- OpenGL without X
- Drive mode
- Please help me here!!!!!
- Certification of OpenGL
- iPAQ - OPENGL
- OpenGL driver for Windows CE 3.0
- open gl driver?? where??
- PocketGL & iPAQ
- where to download OpenGL ES ?
- OpenGL for DOS?
- OpenGL ES status on Palm?
- openGL for LabVIEW
- OpenGL ES and Java3D on Nokia 6650
- Siemens
- opengl and opentv
- basics
- OpenGL interface with display commands
- Hello World
- Nokia N-Gage OpenGL
- Queries on Standard Benchmark for GPU
- First Post
- floating point coverage computing
- Fast Distance Algorithm
- probably easy trig-based question
- Texel coordinate mapping
- Good Math Refreshers
- How to do that ?
- Clipping/Test for quad visibility
- CameraFirstPerson Shooter from 6DOF one
- Vector parallel to plane
- vector rotation
- Rotating to be parrallel to a plane
- Plane description and Half Life
- how can i know .....????
- vertex's route from scene to screen (and sorry for my bad english)
- Basic shapes ......
- inverse matrix
- Getting the direction vector and up vector from the current model/view matrix.
- Intersectionline of two planes
- Basic shapes algos required...urgent
- using FL (fluid)
- terrain generation in a war-tank game
- Calculating the Latitude and Longtitude of a 3D point..
- texture as fundamental antialiasing primitive
- Plane translation and rotation math
- Frustum Culling
- Distance-based fog
- Rotate a vector about a vector
- Frustum culling
- my SSE code is slower than normal. why?
- Maths
- how are colors interpolated ?
- generating texture coordinates...
- OpenGL representation of a plane
- optical model
- Hardware N-Patches in the rasterer
- math for crashing
- Triangles (Collision and Rotation)
- help needed
- Generating Meshes
- Koch Curve
- The inverse of a quaternion.
- curve fitting
- Problems with transformation
- How to get rotation from matrix.
- Problem with frustum-culling and scaling
- Vector Question
- converting a 3D vector into three euler angles?
- bsplines
- Games AI help
- how do I rotate about 2 body axes
- Quadtrees... conceptual help
- graphing vectors with two incompatible scales
- building tubes from line segments
- Collision Detection
- Drawing a cirle around a vector
- OpenGL Math Library
- Rotating to position...
- Algorithm for building triangle strips
- point lies...
- Another Collisions Detection, please help
- Coplanar triangles substraction
- accessing an array faster
- BoundBox
- Mouse movement control of view vector.
- LookAt and Up to Euler/AxisAngle/Quat
- bouncing ball using splines algorithms??
- How to use Summed-area Tables way in OpenGL
- Space partitioning algorythms
- Vertex Question
- Download openGl, and Coin3D
- suggestions on implementing a viewing system
- Translation problem
- Quaternion Blending
- glGetFloatv(GL_MODELVIEW_MATRIX, mat),what can us get from it?
- ARB_VP. Pos from tex coord
- line latch algorithm
- Rotating around an object
- normal-calculation
- Barycentric coordinates
- Read back transformed vertices...
- sperm, snake, worm movements
- Occlusion Culling
- Applications of Optimization Algorithms to 3D Graphics
- Bounding Spheres
- Rendering sequences other than lists....
- vertex visibility test
- bending a rectangle
- Math algorithm for rope
- collision detection
- Adaptative meshes
- Is a point in a polygon
- how to calculate normal for each vertex?
- optimisating triangles drawing
- How to decompose a matrix?
- Planar projected shadow matrix
- GL_TRIANGLE_STRIP Algorithms anyone??
- How to bake lighting onto a texture?
- 4-Bit RLE BMP Images
- 3D Graphing (pie and bar chart)
- N-dependent Radius?
- Exemplified help with quaternions and rotations
- How derive projection matrix
- order of vertices in 2d polygon...
- how to find determinant of a nxn matrix
- Algorithm
- About mipmap algorithm and coding
- triangulation polygon using tesselation functions?
- view frustum to AABB
- Convert 2D images to 3D images
- How to remove lines from an image ?
- Curves and surface interpolation with NURBS
- ugly LOD everywhere
- Generating a surface from a grid
- Sliding collisions question
- rotating lines in 2d space
- LOD Selection
- why 4x4 matrix?
- Far away from 0,0,0
- Voxels to Line
- Any good Math Libraries?
- Project and unProject
- Contour algorithm
- Calculate the angle of the circle with radius, URGENT!!!
- how to calculate texture coordinate
- oblique frustum
- Writing to the screen
- 3D projections, line clipping, and transformations
- Viewing Matrix
- resizing viewport
- LOD,any idea??
- About Luminance Format
- Phong reflection/shading
- vertex tranforms for skeletal animation
- TangentSpace -> WorldSpace
- 'Framing' a bounding volume
- hierachies
- Problem with direction constraint
- need help with this rotation problem
- Interpolation algorithm
- Is it possible to extract rotation,translation,scale given a matrix?
- Vertice Normal
- Mesh Problem
- chromatic aberration paper mistake?
- EDIT: Now with a picture : Skeletal animation basics
- Cone Navigation
- 2d objects in 3d
- Bezier Curves
- Normal and Vector of a line
- Problems caused by floating point imprecision.
- 2d arrays
- Geocentric and Geodetic
- Getting worldspace coordinate out of z-value
- Searching for character arrays
- Simple(Or so I thought..) 2D math
- draw with opengl
- About Mag and Min Filter
- camera Normal { viewing volume collision }
- 2d triangle-mesh optimization
- polygon jaggies
- best 3d math library
- rotating texture bigger than viewport
- the "ground truth" method
- Art based rendering
- Quaternions
- Quaternions
- Grid generation for an complex polygon
- Polygon Intersection Formula
- 4D clipping
- Image special effects algorithms?
- draw frustum outlines
- 3d-movement algo?
- how to sort points set by CCW or CW?
- Recovering a 3D cube from its 2D projection.
- Getting the inverse Modelview*Projection Matrix
- How to determine CW or CCW?
- Coords of frustum intersection with a sphere
- rotation question
- sphere
- Stencil Shadow Problems
- Plotting surfaces
- Camera movement physics like BlackAndWhite
- Hyperbolic interpolation with -w coordinate question
- Converting Coordinates
- Cartesian to Spherical Position
- 3d image, anyone can give me a hand
- algorithm of stretching (with linear interpolation) in 2D
- algorithm of stretching (with linear interpolation) in 2D
- Linear Falloff on Built-in OpenGL Lighting
- 3D motion paths
- combining multiple quaternions
- advanced csg using stencil buffer
- Finding a light's location relative to an object
- Cubes -> vertex arrays?
- algorithm of kriging
- twosided lighting
- Finding depth from a 2d screen point
- polygon intersection
- ray casting
- fast trigonometric functions
- Bucubic Interpolation Help !!!!
- OT: Vector Visualization
- Build 3D object from 2D images.
- outgoing incoming Lightwave
- attenuation like in 3dsmax
- Closest point on a Vector to a point
- Problem with creating shadow volume
- absolute rotation