- more than 8 lights
- No exactly opengl q, but related to per-pixel-lighting
- Weird scerrated triangle effect on my meshes
- glSelectBuffer
- A way to get the color value from a picure file
- Ray Casting Example??
- How many OpenGL contexts are safe?
- NVPARSE & NVASM & Register Combiners
- fog not working on geforce2 ?
- glDrawPixels y-flip and speed
- BSP vs Portals
- Range limited lighting
- Tset ou my Flight Simulator
- Q: how to match colors?
- OpenGL Error:: Invalid Operation
- simple TERRAIN?
- Spider3D is Free again
- Looking for basic 3D graphics knowledge
- Texture distorsion
- Multi-viewport...
- green lines with geforce256 - error
- Stereo view question (2)
- Pbuffers,GLX, linux, nVidia
- ATI 8500- useability
- Destination alpha test
- no far clipping in fullscreen mode.
- Terrain Engine Math Problem
- OGL to VRML
- Strange 'wireframe'effect through transparent areas, but only on Geforce3?
- Fake dynamic lights
- HAPPY??!!!!!!!!! NEW YEAR ALL!!! ;)))
- moving left & right glulookat
- 6 degress of freedom for flight sims
- How to get the Opengl X & Y points in a mouse click ? not screen X & Y points
- Fast shadow silhouette generation.
- Text Picking
- auto tex coordinate generation and vertex arrays?
- stroked fonts
- problems with RTCW amd XP
- picking help please
- How can I calculate a view that displays my entire model?
- strange behavior
- Geforce2 zbuffer depth
- BSP - Nathan Dobbs
- Fastest way to determin which side of a triangle
- faking standard opengl t&l with GL_NV_vertex_program
- glClearColor with Gradient
- API for Video Card Inforamtion
- OML EXTensions..
- TexGen for (symmetric) objects
- Can OpenGL render directly to a Bitmap in Win32?
- multitexturing
- conflict with Fog + Blending
- (real) viewing
- Stretching the stencil buffer
- AVI video textures, NeHe concept
- STL format
- Compiling 'texture arithmetic expressions'
- Phong shading
- Lighting
- Job offer
- how to reinitialize
- 1-bit rendering
- when multitexture everything gets much darker
- Three-pass rendering with fog
- which graphics board support wich extensions
- What's the Philosophy behind multiple glStencilFunc() parameters???
- WGL_ARB_render_texture
- seemingly nonsensical syntactical error, polymormphism maybe?? please help!
- Question
- glulookat replacement
- How can I link to the nvidia OpenGL drive in windows2000?
- Why is my Q3 Level Renderer slow!
- int, float VS. GLint, GLfloat
- Quad setup
- 2 textbook classess reference each other within their declarations, how to compile???
- ZDConverter
- Shader for car paint?
- Zooming and clipping
- Different color on each side of a polygon
- GL_COMBINE_EXT problems
- Linux fine, windows **** ?
- Chinese Characters display in OpenGl
- OpenGL RTS Game Engine Work in Progress
- Weird VAR observation
- OO based Bitmap loader
- Texture stages / Texture units ??
- compressed textures tutorial
- cube maps for nomalisation
- dudx
- Hmm all the transformation's passed to opengl
- Rotation equation
- poor triangle throughput
- Performance: CVAs or glInterleaved arrays
- What is the correct way to pan, zoom and rotate?
- VAR memory allocation
- nvidia opengl sdk function list
- wglAllocateMemoryNV problems
- Decaling with Stencil (Programming with OpenGL: Advanced Rendering )
- Blinking and depth buffer
- Register Combiners
- It's a big subject, and i need help (collision detection
- What are dependant texuture reads?
- How to get the OpenGL Co-Ordinates ?
- What's faster : 1 quad or 2 triangles ???
- Different capabilities - different boards confusion!
- interchange front and back of gluNurbsSurface
- SIGGraph '95 Conference proceedings FA
- Texture quality
- Lightning "Logic"
- Grabbing the content from one window and pasting it as a texture
- Lightmaps & shadows
- Flags effecting Transparency
- Lighting problem.
- Rotation
- Loading Maya or Softimage object ?
- Line widths
- Question about creating faces
- how to use light when with texture on the surface
- Graphic Engine Architecture
- animation questions
- Fog (visibility)
- division by zero when using vertex array
- Multi textures ...
- Designing a
- MSVC debugger & OGL
- NV_evaluators and two-sided lighting?
- Mesa3D Licensing
- GL_EXT_point_parameters
- locate-highlight
- Nurbs
- Yet another multithreading issue...
- z-fighting
- Kyro II Selection Buffer problems
- NVidia StereoE.exe
- A question about light
- Water colour using a cube map
- ATI TRUEFORM
- NV: Early Z-Reject vs Depth-Modify-Shader
- How to Draw Pixel with XOR OR AND...
- question for a programmer in a company
- GL_LINE_LOOP and glDrawArrays doesnt work!
- z-buffer and GeForce 2
- Re-render for One object changing?
- lamer alpha blending question
- Using nv_texture_shader as color table
- How to implement select-pick operation using VC++6.0?
- Splitting polygon in BSP
- Looking for example code of true water
- Z-Buffers on Radeon 8500
- Is GLUT Dead?
- Writing to AGP Memory using VAR
- Testing an OpenGL Driver
- Any other transforms req'd for tangent space?
- Missing export GDI32.DLL:GdiSwapBuffers
- about glGetIntegerv()
- where is this wrong?
- pick some points
- glTexSubImage2D fighting glCopyTexSubImage2D
- Multitexturing with GL_ADD
- GLU 1.3 ??
- OT: CLOD partitioning
- Tex combine problem
- Lighting computation problem
- Adding 2 vectors & normalizing result in RegCombiners using nvparse
- infrared vision
- problem with using of glCopyTexImage2D.
- Generating univeral UV coords
- Shadow Depth Buffers on Radeon 8500
- SGI patent scare
- Vodoo3 3000 and windowed hardware accelerated opengl
- Screen saver backbone?
- Hardware/Software rendering
- How to get displayed object's vertices in a Buffer ?
- Alpha correction
- Is not a common way of putting arrays on AGP o Videomemory?
- Correct Texturing
- Projective Texture problem
- SGIS_Shadow & Cube Maps = No 'R' Coordinate
- GLU_TESS_COMBINE
- MPEG movies with openGL
- picking with vertex arrays
- Need Expert (Contract) in Toronto
- glColorPointer PROBLEM!!
- Generating surfaces algorithmically
- How to draw a 3D object at a fixed screen location
- Handling camera position for full scene
- Portals in OpenGL
- nope
- NVIDIA DDS PhotoShop plugin: new filters
- CLAMP, CLAMP_TO_EDGE and CLAMP_TO_BORDER
- How to draw a image of OpenGL on a Dialog?
- glutTimerFunc()?
- Hi, anybody knows how to get the current Z-buffer?
- Where to find the microsoft OpenGL ICD DDK ?
- shadow volumes and portals.. anyone ?
- Color problem?
- Distance Point\Plane
- Top or bottom?
- color problem
- The best data structures for my application
- ATI FireGL2
- strange vertex program behaviour
- Sharing a single Rendering Context
- Shadows for point lights
- Tha Nagao filtering
- strange color
- Pixel RGB Transformation
- Sphere mapping for NPR outlining...
- How to draw a image?
- mpeg2dec for glTexSubImage2D
- Wierd things going on on different PC's...
- How to choose the texture which is not in rectangular form?
- WGL_ARB_render_texture, sharing contexts
- How do I rotate an object around the global axes instead of local?
- HLR and Shadows using BSP
- Cap stencil volumes - new technique ?
- Lighting and alpha blending
- Help needed
- Help!!! OpenGl and CreateDIBSection
- Questions on Stencil and Dissolve
- shaders
- Why it doesnt works?? - multiple height maps
- Windows Palette
- OpenGL 1.3 stuff - your opinion
- glDisable(GL_TEXTURE_2D) has no effect when using multiTexture ext's
- The innards of area coverage for anti-aliasing
- How to accelerate texture compression speed?
- Multiple Textures...
- Image Processing subset
- Fog bug.., yes or no ?
- AllocateMemoryNV always return null
- ARB_vertex_belnd
- algorithms for CSG
- crash by WGL_ARB_buffer_region in pBuffer in NVOGLNT
- Using own defined transformation matrices
- HELP:glHistogram does not work
- Collision, sphere moving down a slope?
- Clipping planes
- Help me please - height map loading
- Bad polys per second...
- Bad VAR/Fence performance?
- Tangent Space.
- mixing lightmaps ?
- drastic fps drop on highest detail mip w GF3.
- How do you convert ICO into BMP for texturemapping on a 3D object?
- Fastest way to cull bounded box in frustrum
- nVidia driver bug ??
- Texture mapping
- Finding area on a mesh