- Problems with pointsize using POINT_SPRITE_ARB in a paritclesystem
- multiple indices for different array (vertex, color,...)
- How to get a color of a previous pixel in a fragment shader?
- Phong Bump Mapping in ARB_vertex_program. Is it possible?
- depth peeling
- How can i use a webcam with opengl
- Pbuffer Performance
- Yet another batching thread
- Creating Contours in two directions
- Merging OpenInventor-OpenGL with SoCamera
- blending operation resolution
- Some advice for model animation/rendering
- vbo and memory allocation
- DMA transactions
- Multiple rendering contexts problems
- Visual Basic & Opengl
- Trouble with VBOs + general trouble with speed.
- bad z-buffer readback/copy performance on ATI
- Cube Environment Mapping
- best way of joining textures together
- BRDF related question...
- Cache coherency?
- blend constant color
- OpenInventor: OpenGL calls invisible when far from IV objects
- Recommended normal mappping format
- YADB (Yet Another Driver Bug ?)
- ATI: Bug in ARB_fragment_program with constants
- glCopyTexSubImage2D slow
- gl extension, blending, and pyOpenGL
- Hardware Antialiasing
- Cost of changing dynamically texture settings
- Staticmeshes
- Point Sprite TexCoords
- picking
- OpenGL interface improvement
- Thin and long objects
- new extension WGL ATI_render_texture_rectangle
- ATI Texturing Problem ...
- framebuffer_object?
- How to implement Drop Down Menu
- How to directly get the result of the programmable vertex processor?
- While the value in float pixel buffer is not accurate?
- pbuffer - context switch
- Help me with OpenGL
- Hardware Convolution
- Light Space Perspective Shadow Maps
- jogl float pbuffers and nvidia cards
- how to do model clothing & multi-model texturing.
- OpenGL .exe vs .scr extension problem
- SGIS auto-mipmaps & fp textures
- glu function not be accelerated never???
- Can anyone give help on this issue
- Multitexturing with alpha channels and masks
- PointSprites, again.
- OpenGL "Axis" in the overlay plane!
- ARB_vertex_buffer_object issue on GeForce4 4200 Go
- 2 questions
- Viewports vs. Scissoring
- coplanar geometry
- a question about glViewport
- OT: about half life 2 engine
- PBO in floating point PBuffer
- Hardware shadow mapping
- texture mapping
- Strange Problem with vertex arrayss
- VC6.0: PBuffer don't run without Debug-Info
- ARB_texture_non_power_of_two
- XML and OpenGL communicating???
- separate specular affected by texture alpha?
- a question about texture mapping
- Multitexture and texture amount
- texture missing after converting from .flt to opengl
- solve reverse projective texure (q coordinate method)
- framebuffer readback performance
- Mapping texels to pixels
- Resetting texture blend values to their defaults
- changing texturevalues for painting
- Evaluators
- Viewvolume Clip Planes
- PBO and mipmap
- glVertexAttribPointerARB
- PBO and glTexSubImage2D -> slow
- Matrox ICD for Parhelia - textures are black, even crashes
- UVW mapping. Don't know how to do it.
- How to get unclamped floating point pixels in pbuffer ?
- wglShareLists Q
- 2 fullscreeen viewports on 2 monitors
- Yet another problem with shadow volume rendering
- S3TC / DXTC texture compression
- Ohh yes... Shadow volumes again!
- Using existing values in depth buffer for fog calculations
- Shortcut
- Depth sorted UI?
- Hardware Transformations vs Software Transformations
- Where's my window?
- When to use gl*Pointer with VBO
- Getting rid of sparkling artifacts in BM/PM/DM
- need help on an open source project
- Math Problem at shadow volumes
- projected render-to-texture shadows ?
- strange OGLSL problem with 66.93 NVIDIA's driver
- Volumetric fog without tesselation
- Hope this is the Last prob with Shadow volumes...
- Offset limiting in parallax mapping
- Calling a glsl function
- why no more than 4 texture units in standard pipeline
- horrible glTexSubImage3D performance in linux
- How to introduce Specular and Diffuse lighting into Bumped lighting
- OpenGL Material Editor
- Faking multitexturing on cards without enough texture units
- glDrawPixels and memory layout
- Compositing woes
- OpenGL-Screensaver behaves strange with Intel graphics
- NPOT 3D Textures
- RGB or BGR for textures?
- Code to start another program as Screensaver?
- Unreal3
- OpenGL 2.0 performance profiling tools for NVIDIA GPU
- Irregular Render Targets - OpenGL suggestion
- TEXTURE_BASE_LEVEL cleverness?
- OpenGL and Maya
- compressed normals
- How to do 2D image warp in OpenGL?
- depth buffer as float texture
- Loading textures from separate channels
- GL_DEPTH_CLAMP_NV extension
- Curved Relief Mapping with correct silhouettes
- Texture alpha between multitexture passes
- Dot3 and vertex lights
- Vertex Program Skinning
- Really strange GL errors
- VBO's + shader vertex attributes
- How to enable software emulation of NV_texture_shader?
- ARB topics?
- Lookup-Texture instead of pow causes strange gfx errors
- Support of EXT_render_target
- When: ARB meeting notes June & September?
- opengl -- displaying contours on 3D terrain.
- Incorrect Per Pixel Lighting
- Error occurs when I try to create new tess object...
- Is is the "Motion Blur" effect
- WGL_ARB_buffer_region2? - vendors please comment
- Render to Texture
- 32 bits floatting point blending
- Manipulate bitmap file in OpenGL _Help
- GLIntercept 0.4 = Shader edit/ free camera + more
- wglDeleteContext takes a long time
- convert RGBA (32 bit) to YUV 4:2:2 (16 bit)...
- average color of float buffer
- Drawing order, skyboxes, and translucent objects
- Constructive Solid Geometry
- ATI_render_texture_rectangle
- Is it possible using client side vertex attribute with server side vertex attribute?
- copy pixels from visible buffer to pbuffer?
- Draw cone
- Problem about create a FSAA PBuffer
- problems with PFD_SUPPORT_OPENGL & PFD_DOUBLEBUFFER
- glColor3f isn't working!!!
- Shadow Volumes problem with GL_EXT_stencil_two_side
- better method of combining lights
- NVIDIA OpenGL Texture Formats (EXT_paletted_texture)
- OpenGLv1.1-WindowXP Pro: Tetrahedron can not be rotated by the mouse
- Can you try my new engine?
- Just a quick Question about HDR
- Occlusion Query Speed
- Automatic mipmap generation for floating point textures on nv40
- Max Texture Blending Stages
- Why is there a hole on my sphere?
- depth_bounds_test & depth_test
- Lighting with waving flag. Lets say.. "double direction normals"
- JPEG compression in opengl
- nv + linux + pbuffer + glRasterPos = crash, try it!
- point light with fragment program
- GL_POINT_SMOOTH and fragment program
- Problem with blending
- viewport for shadow mapping
- Problem will fragment program lighting when scalef is used
- In need of some multitexturing advice
- Blending Windows with OpenGL
- NV 6800 vs. NV 6800 Go (mobile) as an OpenGL target platfom
- Need help - glyph code not working on some computers
- Please, I need information about image morphing.
- Please, I need information about image morphing.
- 3dlabs+floating point pbuffers
- AGP bandwidth
- Happy Christmas
- Shadow Volumes on MD3 models problem.
- Texture Prob. - No more than 2 textures can be used
- crash using glUniform3fARB
- Problem with lighting in GLSL
- Simulation Timer
- new shader FX framework proposal
- ARB meeting notes from Jun/Sept/Dec
- problem about GL_TEXTURE_RECTANGLE_NV
- Dot3 Bumpmapping & VBOs?
- Been programming for over 20 years
- SIMD data structures to OpenGL VBOs
- Messed up blending problem
- non uniform per-pixel lighting?
- Mirroring an image
- Free Mouse movement, space-sim like.
- Shadow mapping with textures
- Saving opengl state
- GLSL causing freeze of pc - ATI bug?
- Global alpha & display list ?
- GLSL and z-buffer
- Loading compressed texture data directly
- GLSL Z-fighting
- wgl_render_texture clarification
- PBuffer without wglext.h (Win->Linux)
- Anyone obtained results with EXT_pixel_buffer_object?
- Dual-paraboloid omnidirectional shadow mapping demo
- point sprites and fragment shaders
- Instance rendering of DirectX 9.0c with OpenGL API
- CPU or GPU vertex program/shader?
- Multisampling on NV1X
- How to enable SLI operation?
- Texture Vs Geometry Alpha Problem
- Question regarding NURBS point evaluation
- Perfect Alpha Masked Vegetation
- Picked Position
- Picked Normal?
- Matrix and GL_SELECT
- a really strange problem with NVidia's driver (probably)
- When I render with GL_SELECT, is it adding to the depth buffer?
- A problem about projective texture mapping when using unclamped float texture
- On video input again...
- Depth buffer resolution
- Question about superbuffer
- Locking frame rate on GeForce FX 5950 Ultra
- Rectangle Textures (Once again)
- ARB_pbo question
- How to query the total amount of video memory?
- Confusing language in section 4.1.8. Blending of OpenGL 2.0 spec
- Shadow Mapping Approach
- glCopyTexSubImage2D and pbuffer
- glslang, getting started -- drivers, libraries, and headers oh my...
- Problems with lights & shadows in Cg Dot3 Bumpmapping
- Geforce cards: Precision issues at triangle edges
- 2D/3D testure mapping for volume rendering
- Shadow map code for ATI
- Creating viewer for .3ds-files
- Scissor for both lights AND sectors ?
- OpenGL 2.0
- Rendering Polynomial surfaces in OpenGL
- I lost my degree sign
- Texture environment conditions affect the glDrawPixel's behaviour
- synchronization issue with ARB_fragment_program?
- Fullscreen GL + GetSaveFileName() problem
- Nurbs, glu.h - Sampling Tolerance is not working