- Detecting Loss/Gain of Focus
- Rotating each point of 3d model without Matricies
- Generate a tube
- Ttexture-origin selection.
- trouble finding algorithm to move camera forward
- Calculating camera position from scene boundingbox
- Native Bezier curve & surface patch rasterization
- 3d plotting
- Intersecting Line Against Quadrilateral
- Some question about vector
- collision shared data
- Occlusion culling, the big picture
- Rotating weapon on camera movement
- Ork: a new object-oriented API on top of OpenGL
- De Bruijn sequence with no direct repetition ?
- 3D Cubic Bezier Segment Length
- Catmull rom spline - parametrization
- Intersection between a Line and a Plane
- Passing parameters to display function in GLUT
- Pixel center and top-left rule in OpenGL?
- BSP vs AABB tree
- Camera spherical coordinates
- making a path on the surface of 3D cube
- Unit testing framework for OpenGL
- Error on 3.2 or newer context.
- synchronize orthographic with perspective
- The most realistic bullet holes.
- CIE Chromaticity Diagram
- How to convert OpenGL Coordinates to Window?
- Contribution culling
- Top vertex of the triangle calculation
- intersection between two lines.
- GL_ARRAY_BUFFER with glBindBufferBase
- OpenGL Mathematics Libraries
- Modelview matrix question
- GLIntercept messages ?
- Linear interpolation between two points
- Any algorithm for "soft folds" [weighted vertex]?
- path finding on an unknown model
- tangent space question
- Rasterization Evaluation Shader
- glut stereo support
- synchronize shutter glass
- Shadow changing planes
- Intro menu OpenGL executable
- matrix rotation/translation question
- glut.h not found after installing glut
- Normal Vector
- How to use FTGL FTTextureFont
- Accumulating Rotation and Translation Matrices
- OpenGL window often blank until redraw
- mapping t and s
- Line of Constant Width
- orbiting
- Placing scaled/rotated item in world coords
- Nearest Vertex Calculations for Heightmap
- 4.1 == 11?
- Intersection of a tetrahedron and quadric
- Statless texture specification and access
- Improving keyboard response
- Bilinearly interpolate a texture to a quad
- Cube rotated by quaternion based trackball
- GL Project doesn't work properly.
- Ray casting for occlusion culling (pers. proj.)
- projective texturing help
- Bernouli's Leminscate
- Gimbal Angle and Rotation Matrix
- Resolved: GLUT multiple sub windows and GLSL
- Reference Implementation
- Mapping Perspective to Screen-Coordinates
- How to define rectangle with two points in 3D?
- Adjacency primitives from tessellation output
- Help in drawing a parametric surface
- Simple 3d Rendering
- .sdkmesh parser? (DirectX Mesh format)
- glutDestroyWindow crash
- Rotation Parallel to Vector
- Creating a Bounding Volume for Camera Frustums
- GL_AMD_name_gen_delete is bad?
- modelview matrix optimization
- 3D OBJECT SLICING ALGORITHM
- how i can do vertex blending without shaders?
- Generate plane mesh only once
- In case glLockArraysEXT is unavailable
- Set 3D view so 2D texture is exact size?
- Have you thought the theoretical possibility of
- glutCreateWindow()
- Acceleration Problem
- how i can to generate a sphere map by shaders
- Seriously Looking for an online OpenGL teacher
- rotating aabb's
- Texture Switching
- spatial query
- GLM (Opengl Math) identity?
- Decals?
- motion ball
- Screen to World coordinate: help needed
- [SOLVED] How to swap Y and Z axes in a matrix?
- planar shadow projection doesn't work for me :(
- Matrix Rotations
- OpenGL Forum Cleanup this week
- perlin noise mysterious constant
- Fix point sprites
- Consolidated Vertex Array with ModelView Matrix
- Projection matrix for non-constant FOV
- Picking issue with gluUnproject()
- Ptex extension
- Screen Space Centering
- GL matrices vs. D3D matrices
- Detecting if a vertex is concave or reflexive.
- ¿know some fast animation algorithm?
- Normalised XY of a point on a planar quad
- 2D Polygon triangulaton algorithms
- Barrel/pincushion distortion
- Suggestion for unified bufffers and other things
- GLM on Linux
- gli docs?
- Calculate object orientation from a quaternion
- Parameterization of any irregular shape
- SLERP - Quaternion Interpolation
- GLIntercept for x64
- GLEW and ARB_debug_output problem
- How to find displacement in OpenGL ?
- OpenGL at GDC
- Reading triangle strips
- How to rotate a cube on its own edges ?
- Need some help about decimation of a large model
- Flipping a grid of tiles & time rewinding
- Texel location
- Rigorious gamma bookeeping
- Stereoscopic 'off-axis' orthographic projection?!
- projection size question
- GLFW windowContext quit nvoglv32.dll persisting
- collsion detection
- Default values for samplers
- 2 programmable texture access enhancements.
- GLSL source code via function calls.
- Rendering without Data
- [Problem]ogl-sample-410 + brick shader
- gluTessellator bug?
- Need help with a rotation
- Tangent or object space
- Finding Angle between Vertices
- Programmable Stencil Buffer
- Glut.BitmapFont makes program open & close
- Error in GLUT Examples
- Different number inputs to a geometry shader
- glutPassiveMotionFunc continuously fires
- Must be a simple trig problem
- How to Express a circle in Spherical Coordinates
- Enviroment mapping
- OpenGL Modelview Matrix Intuition
- How do I create a soccer ball-like shape in code?
- Push and Pop Matrix Operations
- Default sampler indices AND block buffer bindings
- Projection With the(1x1x1) cube and Clipping
- Depthbuffer
- Quaternion Vector rotation formula, Simplified?
- Platonic Solid Generation Problem
- vec3 worldCoord(vec3 ); window to world FragCoord
- vector transformation
- anisotropic filter in opengl
- glPushMatrix(), glPopMatrix() alternative.
- How to calculate TBN matrix
- 3D to 2D mapping with camera
- Error compiling on Visual Studio 2010
- Finding indices of max value in texture
- rotating around a point which itself is rotating
- scaling factor on axis
- Row major vs Column Major in 4.1
- transform from camera space into world space？
- Get 2D Coord From 3D
- OpenGL compressed wavelet texture support ?
- rotating around an axis offset from (0,0,0)
- DPO Oscilloscope
- How to use GLM in my engine
- Need help find 3D pos. from mouse click.
- reference or stack?
- How to use G-TRUC.net OpenGL exmaples
- Bump mapping and skinning (tangent)
- load 3ds file
- Math for my own lookat function...
- Problem of Z-Fail algorithm
- the matrix of the infinite far plane
- Getting started with Qt + OpenGL 3.1
- Triangle Problem
- 3d line offset?
- GLM not compiling error with 'type_ptr.inl'
- 2D plane to 3D modeling
- How to judge the frontest triangles?
- Glut window inside C# form
- Where's my post?
- Query buffer object
- Detect if line pass through the view frustum
- glbindtexture(GL_texture_2d, 0) in GLSL
- Texture space is not tangent space: Discussion
- 3 texture coords
- Bug in my quaternions project
- Drawing Koch's curve
- Angular displacement
- Choice for Toolkit
- bvec and/or/xor operators?
- Regarding the use of Homogeneous Coordinates
- Newell's method to get Normal of polygon?
- selective saturation with a color matrix?
- Pause the glutMainLoop
- Solar System with freeglut
- Reinstalled GLM...warnings and missing functions?
- Rotation around global Y-axis
- Destruction
- Selecting 3D polygon
- GLM math constants
- List of OpenGL supported devices
- Functions to deprecate. GL 4.2
- order independent transformations for 2D framework
- Suggesting: add a GL_INSTANCE_ARRAY_BUFFER
- AMD bought Graphics Remedy
- [Solved] GLM::lookAt and vectors.
- GL_EXT_abgr
- Simplify syntax and usage
- computing the position-orientation of the camera
- GLM: Initializing Quaternion with Eular XYZ
- Basic questions about projection matrix
- Pre-Baked Resources
- glm toolkit - matrix decompose
- Crazy Quaternion
- Suggestion for GLSL: "select"
- extract translation/ euler rotation from modelview
- How to download OPENGL 4.1 Library
- Colisions
- Single surface representation
- Help: 3d line plot troubles
- GLUI_Spinner Scientific Notation troubles
- GLFW binding failure
- Rotate Texture Quad in it's Own Space
- Need help with view matrix on aplication layer
- OpenGL extension/spec files in XML
- Anti-aliasing with GLUT
- perspective from field of view
- Quaternions and opposite vectors.
- Frustum Culling
- Scaling a vec3
- Fatal bug in GLM getting started code example
- Following Mouse...
- Control for busy-waits in blocking commands
- Render with GLUT
- Front-to-back Blending
- slerp - Quaternion Interpolation
- map OpenGL events to OS waitable primitives
- Tangents for indexed meshes?