- Per-Pixel Lighting + Soft Shadows Demo
- mulitexture crossfading
- glMultiDrawArraysExt
- Reflexion problem
- link error with WGL_ARB_render_texture
- wglUseFontBitmaps font position
- OT: GeForce3 slow?
- GLUT is great! but -- how to break the message loop?
- MeshViewer 2002 - Free demo
- Md2 animation - frame organization
- GL_MIN_EXT and background color problem
- Detonator driver updated and problem
- Matrix
- Per pixel lighting and custom shaders
- nv texture shader and line stippling
- glReadPixels
- GL_EXT_fog_coord not work.
- Bezier interpolation
- drawing knots need faster render times
- vertex arrays
- glCopyTexSubImage2D + Pbuffer
- Can glReadPixels fail because of the video card?
- Creating an OGL stereoscopic wrapper..
- Storage of 24 bit textures .... 32 bit aligned?
- Pbuffers in different resolutions
- How to calculate optimal distance for camera?
- EXT_lod_bias & display list problem
- GL2.0 shading language
- Importance of Link Lists
- Help, switching OS/New project
- Engine questions
- Dynamic cubemapping woes
- Nice card - but Matrox have trouble with GL, don't they?
- is this possible?
- Polygon offset on light points
- GL_ARB_multitexture && GL_TEXTURE_ENV_COLOR
- porting opengl from linux to windows...
- fragment shader to implement paletted texture
- OT - DLL or EXE
- how to load 3DS files with jpeg texture
- Ext & VAR ?
- problem with var, vertex program and gl_short streams
- GL_NV_occlusion_query and portal rendering
- wglShareLists
- Odd-size images with gluBuild2DMipmaps
- texture_env_combine, yet again
- Evaluators and Multitexturing
- 3d texturing, where is it defined?
- QUAD_STRIP
- Display Lists are running slower than immediate mode
- trouble installing detonator
- devicedriver_position@opengl.org
- no light with light class
- linker error need help!!!!!!!!!!!!!!!!!!!!!!!
- page fault in glut
- reading in from an infile
- importing uv mapped model
- (OT) Dual display GF2GTS/TNT2 bluescreen
- Terrain
- TexGen mathematics
- Stereo confused.
- Position_invariant not so invariant
- glutInitDisplayString speed
- Subtextures and MipMapping
- picking + pusmatrix
- How to include texture from picture to gluSphere?
- Very Thin triangles hides/seek
- DC, RC, and virtual resolution
- Correct selection of projection matrix + scaling to get an object to fill the screen
- Asynchronous glReadPixels across multiple pbuffers
- how to map texture jpeg or bmp file ?
- Raw and texture
- OT (perhaps), Ray\Box intersection........
- Tesselator algorithm
- problems with WGL_ARB_render_texture
- opengl 1.3.1
- Bizzare texture seam problem on LOD terrain.
- Weird problems (shaking, no rasterization)
- How do I draw Hatching using OpenGL?
- Raytracing acceleration
- import wrl into OpenGL
- A stupid question about texture coordinate.
- user clip planes & evaluators issue
- glLoadProgramNV
- Problem using glCopyTexImage2d
- >2 Octaves of Noise in a vertex shader ?
- reverse engineer a displaylist
- How to import *.3ds into OPENGL
- nvparse - unresolved externals
- Doom 3, lighting/shadows, and BSPs
- UK/EU discussion forum
- Projecting a shape on a surface
- Tesselator callbacks - Please help
- ATI drivers still suck?
- How to generate a meadow and a tree? Thanks greatly!
- Saving and Opening Files
- how can i use the mipmap function?
- Preventing screensaver in glut app
- use SetDIBitsToDevice with OpenGL Wnd
- I use texture , but see just white rectungle . what is the problem ? Thank's
- Client Server Opengl
- Vertex program
- Specular light
- Multitexture problems??
- Advice on data storage
- Vertex Arrays and Normals
- Nvidia driver problems?
- large terrain
- max texture sizes
- another problem about mipmapping
- Cube map sampling problem
- about nvidia, fullscreenantialiasing or about fake and false propaganda
- is this possible?
- wglCopyContext and pbuffers
- OpenGL wrapping DX8
- Multiple cameras over 3 monitors
- ATI_fragment_shader parser anyone?
- generating display list
- OpenGl cross thread calls under WIN32 OS
- 4 GraphicsCards, 4 Monitor, 1Game
- mipmappnig and unwanted artifacts
- testing the z buffer
- Radeon GL_NORMALIZE bugged ?
- Sound problem
- Synchronising Swapbuffers with vertical retrace
- nv_var_mem_mgr
- Fill rate, memory bandwith, and performance
- Vertex Array Rande (nvdia) Problems!!
- new nVidia extensions?
- multitexturing, combiners, and lighting...
- see-thru tile problems
- Drawing partly outside of window and display problems
- OT: The Gathering 2
- Stencil Test - this is what I'm doing, where am I screwing up?
- try my demo
- Enabling FSAA at runtime
- glReadPixels gets an overlapping window
- polygon smooth vs FSAA
- Using NV_fence
- LIGHTING ATTENUATION problem...
- DTED files???
- Specular not wanted
- Optimizing performances !!
- nv_occlusion and syncing
- not a develop question:Supported extentions..
- OpenGL Scene Management
- is it correct
- GL_QUAD_STRIP
- Modify the 3d->2d projection equations
- glReadPixels differing speed
- Blending clouds and sun
- Quality of OpenGL
- Multi-threaded on win98 !
- Vertex Shader 'Perlin' Noise - better than this?
- Have I to pay any using royalty or license for making a 3D engine using OpenGL?
- Linux problem
- eye linear texture coords
- hiding mouse
- Stereo Mode with OpenGL
- Windows XP, Visual Studio .NET and GLUT (OpenGL)
- per pixel operations/static geometry
- Infinite Projected Vertex
- This will be the last time I pimp Spider3D here...
- latest nvidia driver
- positional light doesnt work right
- Modulate2x
- CPU usage
- AGP(PCI mode) Off-topic, plz ignore if it bothers you.
- display list question
- Algorithms for generating texture coords.
- Translucent reflections and nvidia
- Terrain Editor
- Material per vertex
- Intensity problem with multi-texturing
- pixel shaders on nVIDIA hardware
- Complex collision detection/correction
- Tangent space calcualtion
- discussing shadows
- Version of opengl32.lib
- What was added.
- QuickHull and OrientedBBox
- broken libpshade ? (on linux)
- Mapping object coordinates
- voice chat support in opengl?
- Use Extension glDrawRangeElements
- Blending errors on Nvidia GF4MX460 (OT?)
- NVidia nView Technology!!
- alpha test for texture
- GlutEnterGameMode();
- glDrawRangeElements
- fogCoordEXT
- Emboss bump, HELP please....!!
- non planar projection
- Does anyone recognize this?
- Multiple 3D Texture on different texture unit question
- Setting a vert's secondary color
- [OT] Parhelia OpenGL extensions
- overlapped space
- z-fail with open objects ?
- picking and vertex array
- www.3dworldclub.com
- [OT] Axonometric projection matrix
- write stencil buffer
- problem with nVIDIA's register combiner language
- glReadPixel
- Software mode ...
- OpenGL for Dolphin Smalltalk
- raster feedback
- VAR&VA&Imidiate mode
- glut lib vs. glx lib.
- What can you make?
- Blurring shadow maps
- Forcing flush with a ddraw lock ?
- Fast silhouette detection for shadow volumes
- TexGen or VertexProgram?
- flash in Dialog
- Convolution hang!
- Dose glPixelStore affect convolution?
- gluUnProject
- Making a hardware driver for openGL
- NURBS Modeling
- OpenGL and Poser
- can I get the address where the framebuffer starts???
- How to Bilinear scaling?
- Beginning Advanced?
- Bending Pipe
- TS3
- 2d display
- NURBS Modeling in VC++
- Random Vectors
- subtract textures
- 2 Octave 3D Noise Vertex Shader Demo
- Does glTexEnvf not work accross several glDrawElements passes?
- Particle Engine
- blend multi ppl
- Still problem with directional lighting, please help!
- libglut for Sun machine
- Do you feel lucky to be in the age of computers?
- Parallel/Distributed OpenGL Rendering
- TexGen + TexCoordPointer
- Vertex Array Range (nvidia) Problem!!
- How to let my texture looks better under 16 bit mode
- 16bit rgb image
- (Modulate Bump & Base) + Bump = Specular?
- mipmaps and baselod (driver bug or normal behaviour)?
- Lightmaps
- Multitexturing ...
- Demo scenes ...
- max tris a second
- How to generate texture-coordinates for a geosphere