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  1. Detecting Loss/Gain of Focus
  2. Rotating each point of 3d model without Matricies
  3. Generate a tube
  4. Ttexture-origin selection.
  5. trouble finding algorithm to move camera forward
  6. Calculating camera position from scene boundingbox
  7. Native Bezier curve & surface patch rasterization
  8. 3d plotting
  9. Intersecting Line Against Quadrilateral
  10. Some question about vector
  11. collision shared data
  12. Occlusion culling, the big picture
  13. Rotating weapon on camera movement
  14. Ork: a new object-oriented API on top of OpenGL
  15. De Bruijn sequence with no direct repetition ?
  16. 3D Cubic Bezier Segment Length
  17. Catmull rom spline - parametrization
  18. Intersection between a Line and a Plane
  19. Passing parameters to display function in GLUT
  20. Pixel center and top-left rule in OpenGL?
  21. BSP vs AABB tree
  22. Camera spherical coordinates
  23. making a path on the surface of 3D cube
  24. Unit testing framework for OpenGL
  25. Error on 3.2 or newer context.
  26. synchronize orthographic with perspective
  27. The most realistic bullet holes.
  28. CIE Chromaticity Diagram
  29. How to convert OpenGL Coordinates to Window?
  30. Contribution culling
  31. Top vertex of the triangle calculation
  32. intersection between two lines.
  33. GL_ARRAY_BUFFER with glBindBufferBase
  34. OpenGL Mathematics Libraries
  35. Modelview matrix question
  36. GLIntercept messages ?
  37. Linear interpolation between two points
  38. Any algorithm for "soft folds" [weighted vertex]?
  39. path finding on an unknown model
  40. tangent space question
  41. Rasterization Evaluation Shader
  42. glut stereo support
  43. synchronize shutter glass
  44. Shadow changing planes
  45. Intro menu OpenGL executable
  46. matrix rotation/translation question
  47. glut.h not found after installing glut
  48. Normal Vector
  49. How to use FTGL FTTextureFont
  50. Accumulating Rotation and Translation Matrices
  51. OpenGL window often blank until redraw
  52. mapping t and s
  53. Line of Constant Width
  54. orbiting
  55. Placing scaled/rotated item in world coords
  56. Nearest Vertex Calculations for Heightmap
  57. 4.1 == 11?
  58. Intersection of a tetrahedron and quadric
  59. Statless texture specification and access
  60. Improving keyboard response
  61. Bilinearly interpolate a texture to a quad
  62. Cube rotated by quaternion based trackball
  63. GL Project doesn't work properly.
  64. Ray casting for occlusion culling (pers. proj.)
  65. projective texturing help
  66. Bernouli's Leminscate
  67. Gimbal Angle and Rotation Matrix
  68. Resolved: GLUT multiple sub windows and GLSL
  69. Reference Implementation
  70. Mapping Perspective to Screen-Coordinates
  71. How to define rectangle with two points in 3D?
  72. Adjacency primitives from tessellation output
  73. Help in drawing a parametric surface
  74. Simple 3d Rendering
  75. .sdkmesh parser? (DirectX Mesh format)
  76. glutDestroyWindow crash
  77. Rotation Parallel to Vector
  78. Creating a Bounding Volume for Camera Frustums
  79. GL_AMD_name_gen_delete is bad?
  80. modelview matrix optimization
  81. 3D OBJECT SLICING ALGORITHM
  82. how i can do vertex blending without shaders?
  83. Generate plane mesh only once
  84. In case glLockArraysEXT is unavailable
  85. Set 3D view so 2D texture is exact size?
  86. Have you thought the theoretical possibility of
  87. glutCreateWindow()
  88. Acceleration Problem
  89. how i can to generate a sphere map by shaders
  90. Seriously Looking for an online OpenGL teacher
  91. rotating aabb's
  92. Texture Switching
  93. spatial query
  94. GLM (Opengl Math) identity?
  95. Decals?
  96. motion ball
  97. Screen to World coordinate: help needed
  98. [SOLVED] How to swap Y and Z axes in a matrix?
  99. planar shadow projection doesn't work for me :(
  100. Matrix Rotations
  101. OpenGL Forum Cleanup this week
  102. perlin noise mysterious constant
  103. Fix point sprites
  104. Consolidated Vertex Array with ModelView Matrix
  105. Projection matrix for non-constant FOV
  106. Picking issue with gluUnproject()
  107. Ptex extension
  108. Screen Space Centering
  109. GL matrices vs. D3D matrices
  110. Detecting if a vertex is concave or reflexive.
  111. ¿know some fast animation algorithm?
  112. Normalised XY of a point on a planar quad
  113. 2D Polygon triangulaton algorithms
  114. Barrel/pincushion distortion
  115. Suggestion for unified bufffers and other things
  116. GLM on Linux
  117. gli docs?
  118. Calculate object orientation from a quaternion
  119. Parameterization of any irregular shape
  120. SLERP - Quaternion Interpolation
  121. GLIntercept for x64
  122. GLEW and ARB_debug_output problem
  123. How to find displacement in OpenGL ?
  124. OpenGL at GDC
  125. Reading triangle strips
  126. How to rotate a cube on its own edges ?
  127. Need some help about decimation of a large model
  128. Flipping a grid of tiles & time rewinding
  129. Texel location
  130. Rigorious gamma bookeeping
  131. Stereoscopic 'off-axis' orthographic projection?!
  132. projection size question
  133. GLFW windowContext quit nvoglv32.dll persisting
  134. collsion detection
  135. Default values for samplers
  136. 2 programmable texture access enhancements.
  137. GLSL source code via function calls.
  138. Rendering without Data
  139. [Problem]ogl-sample-410 + brick shader
  140. gluTessellator bug?
  141. Need help with a rotation
  142. Tangent or object space
  143. Finding Angle between Vertices
  144. Programmable Stencil Buffer
  145. Glut.BitmapFont makes program open & close
  146. Error in GLUT Examples
  147. Different number inputs to a geometry shader
  148. glutPassiveMotionFunc continuously fires
  149. Must be a simple trig problem
  150. How to Express a circle in Spherical Coordinates
  151. Enviroment mapping
  152. OpenGL Modelview Matrix Intuition
  153. How do I create a soccer ball-like shape in code?
  154. Push and Pop Matrix Operations
  155. Default sampler indices AND block buffer bindings
  156. Projection With the(1x1x1) cube and Clipping
  157. Depthbuffer
  158. Quaternion Vector rotation formula, Simplified?
  159. Platonic Solid Generation Problem
  160. vec3 worldCoord(vec3 ); window to world FragCoord
  161. vector transformation
  162. anisotropic filter in opengl
  163. glPushMatrix(), glPopMatrix() alternative.
  164. How to calculate TBN matrix
  165. 3D to 2D mapping with camera
  166. Error compiling on Visual Studio 2010
  167. Finding indices of max value in texture
  168. rotating around a point which itself is rotating
  169. scaling factor on axis
  170. Row major vs Column Major in 4.1
  171. transform from camera space into world space?
  172. Get 2D Coord From 3D
  173. OpenGL compressed wavelet texture support ?
  174. rotating around an axis offset from (0,0,0)
  175. DPO Oscilloscope
  176. How to use GLM in my engine
  177. Need help find 3D pos. from mouse click.
  178. reference or stack?
  179. How to use G-TRUC.net OpenGL exmaples
  180. Bump mapping and skinning (tangent)
  181. load 3ds file
  182. Math for my own lookat function...
  183. Problem of Z-Fail algorithm
  184. the matrix of the infinite far plane
  185. Getting started with Qt + OpenGL 3.1
  186. Triangle Problem
  187. 3d line offset?
  188. GLM not compiling error with 'type_ptr.inl'
  189. 2D plane to 3D modeling
  190. How to judge the frontest triangles?
  191. Glut window inside C# form
  192. Where's my post?
  193. Query buffer object
  194. Detect if line pass through the view frustum
  195. glbindtexture(GL_texture_2d, 0) in GLSL
  196. Texture space is not tangent space: Discussion
  197. 3 texture coords
  198. Bug in my quaternions project
  199. Drawing Koch's curve
  200. Angular displacement
  201. Choice for Toolkit
  202. bvec and/or/xor operators?
  203. Regarding the use of Homogeneous Coordinates
  204. Newell's method to get Normal of polygon?
  205. selective saturation with a color matrix?
  206. Pause the glutMainLoop
  207. Solar System with freeglut
  208. Reinstalled GLM...warnings and missing functions?
  209. Rotation around global Y-axis
  210. Destruction
  211. Selecting 3D polygon
  212. GLM math constants
  213. List of OpenGL supported devices
  214. Functions to deprecate. GL 4.2
  215. order independent transformations for 2D framework
  216. Suggesting: add a GL_INSTANCE_ARRAY_BUFFER
  217. AMD bought Graphics Remedy
  218. [Solved] GLM::lookAt and vectors.
  219. GL_EXT_abgr
  220. Simplify syntax and usage
  221. computing the position-orientation of the camera
  222. GLM: Initializing Quaternion with Eular XYZ
  223. Basic questions about projection matrix
  224. Pre-Baked Resources
  225. glm toolkit - matrix decompose
  226. Crazy Quaternion
  227. Suggestion for GLSL: "select"
  228. extract translation/ euler rotation from modelview
  229. How to download OPENGL 4.1 Library
  230. Colisions
  231. Single surface representation
  232. Help: 3d line plot troubles
  233. GLUI_Spinner Scientific Notation troubles
  234. GLFW binding failure
  235. Rotate Texture Quad in it's Own Space
  236. Need help with view matrix on aplication layer
  237. OpenGL extension/spec files in XML
  238. Anti-aliasing with GLUT
  239. perspective from field of view
  240. Quaternions and opposite vectors.
  241. Frustum Culling
  242. Scaling a vec3
  243. Fatal bug in GLM getting started code example
  244. Following Mouse...
  245. Control for busy-waits in blocking commands
  246. Render with GLUT
  247. Front-to-back Blending
  248. slerp - Quaternion Interpolation
  249. map OpenGL events to OS waitable primitives
  250. Tangents for indexed meshes?