- Extension naming confusion
- Copy depth map to another depth map
- Is there any OpenGL to D3D wrapper with source?
- repeating textures
- VBO's and Memory Management / Paging
- Screen-size float render target on ATI
- Texture Compreesion with glTexSubImage2D
- Sanity check regarding normalization with cube maps
- Camera in Object Space / Octree Traversal
- About rushing to top rendering speed!!
- How to load DDS files for volume texture?
- Per-pixel lighting with Raedon
- how can I know how much the video memory my program used
- Issues with stitching
- 32bits greyscale textures...
- VBO, BUFFER_OFFSET and glDrawElements broken?
- AUX buffers
- Rendering Axis in Ortho mode
- travelling in 3D...
- Incorrect lighting
- getting vertex data
- Setting a vertex base index in a glDrawElements call
- Vertex Array vs. Display Lists
- Tri Stripper & Co, updates.
- color banding
- Wackwackwacvkwackwack
- retrieving values from a cubemap...
- 6800GT ARB_vertex_buffer_object performance
- 3D Texture Borders?
- Fog and Multitexture: Bug?
- Translate to origin (?)
- ClosedGL
- NVidia (6800GT?) ARB_vertex_program state.matrix inverse bug
- Razor's edge and near clip plane
- mixing float and double (precision problem)
- glDisable(GL_MYPOST)
- Fragment Programs and Compressed Textures
- Polygon seems/tears. Please help.
- Fragment shader emulation, how?
- Ambient Occlusion Tool
- Omni directional shadow cube maps
- Instancing looks interesting to me.
- glCopyTexSubImage2D vs NVIDIA
- FarCry-like water and cube map problems
- Display list problem with new nVidia drivers
- terrain splatting texture problem
- Multi textures blending
- Also: Static Water reflections
- OpenGL vs DirectX: vertex buffer performance
- Smooth Shading For Quadradic Formula?
- how to create a RTT pbuffer that support FSAA
- Shadow- and cubemaps
- How do you draw nice thick lines?
- OpenGL screen capture -> then write out as bitmap..
- normal mapping in whatever space
- surface projection or projecting a 3D Object to a plain
- Rendering using pBuffer
- Multipass rendering slow on Radeon board
- glDrawElements + display list issue
- how to use GL_ARB texture_non_power_of_two
- Performance comparison of OpenGL on Sun and Linux
- weird problem concerning pbuffer and projective texture
- NV unified compiler
- glCompressedTexImage3DARB
- ATI, blending and pbuffer
- Data dependent Early Fragment Rejection on nVidia FX (NV3X) hardware (Impossible?)
- i have to do a 30 sec animation in opengl
- 3D floating point texture in nvidia GeForce6800 ?
- result.depth + fragment.position
- Equivalent in OpenGL of DirectX texture wrapping ?
- Early Z rejection on NV6800!!
- OpenGL rendering in background
- render on a bitmap in Borland C++ Builder
- Automatic determination of LightMaps...
- Triangle Problem
- boolean operation, quads and circle.
- GLSL pack/unpack
- Antialiasing questions
- Quaternions and tangent space
- GeForce wireframe performance & occlusion testing
- Opengl rendering as control on child window of MDI App. in MFC
- rendering to 16bit float pbuffer
- Problem with Humus Shadow Volume code
- ATI_fragment_shader
- Hardware VBO is ABSOLUTELY slower than software VB
- OpenGL Versions and Compatibility
- Z-Fighting - expected behaviour?
- Compression and Normal Maps
- Shaders vs Programs
- Insane picking problem
- Problems with ARB_pixel_format on ATI cards
- half sphere
- glColorTable works for 8bit indexed texture but not 16 bit??
- NURBS surface Tesselations
- non-power-of-two indexed texture lookup
- GL_EXT_Cg_shader docs?
- I can't bind two pbuffers to textures and render to a third pbuffer
- Doing transformations manually
- GL_SMOOTH_SHADING and normal vectors
- Stereo Reverse In Quad Buffer Problem
- missing gluTessBeginContour - runtime error
- Windowless
- On VBO mapped data alignments
- Floating point mipmapping performance
- >2 textures - 1 pbuffer
- return the geometry.. TO ME
- How to center a text printed with glutBitmapCharacter ?
- multithreaded OpenGL application
- VRAM usage
- Displaying Live Video
- Using attributes as indices into a matrix array
- Shadow Mapping Problem
- Is OpenGL usualy used for Games,or real time rendering,is 3dsmax used OpenGL
- glPolygonOffsetEXT unresolved
- Bilinear and trilinear - can't see a difference
- glDrawPixels with GL_FLOAT data
- What is the best mix of CPU/GPU optimization?
- DOOM3 texture unit use.
- PBO and 3D Texture
- glTexEnv + GL_ARB_fragment_program
- Speed of creating a display list each frame.
- Imaging subset extension on NV&ATI
- NVIDIA Texture_Wrap bug?
- NVIDIA VBO ubyte bug?
- early stencil with pbuffer
- glDrawArrays slower?
- The best methond of storing and scan-converting the graphic primitives
- ATI VBO Performance problems
- viewInverse matrix transform! plz help!!
- Lightwave3D plugin
- Running .Net projects on VS 6.0
- Blending question: clouds & pbuffers
- Disabling multisampling is impossible?
- Remote Desktop and OpenGL
- Skinning & Normals
- Smooth Normal Artifacts
- Huge terrain... Is this method reasonable?
- Deferred Shading
- OpenGL 2.0 formally announced!
- Distortion using normal maps.
- Unreal Engine 3 Shadow algorithm
- Transparant shadow maps
- rendering the overlapped geometry of objects
- Problem with gluLookAt and Viewport
- cuebmapping problem, need help
- GL_EXT_texture_rectangle disappearance ?
- faking glow or speedup bloom ?
- 3D Textures+Cg
- How can OpenGL program response to hardware input?
- Dot3 bump mapping lightning problem
- pbuffers and 3d textures
- Transforming the normal in a VS
- dragging in right direction from different views
- ATI_texture_float problems on 6800gt
- Shader Problem
- text rotation
- viewport matrix and perspective division
- depth: fragment.position.z?
- loading dds files onto opengl application
- strange performance issue
- VBO between opengl context
- Minimal 1.5 VBO test just wont work?
- gluTesselator - why doubles?
- ARB_precision_hint on FX with 6x.xx drivers
- Texture access from vertex shader
- Opinions on possible buggy behaviour...
- Oh curse you brain!
- Depth sorting.
- NV40 branching behavior
- directional lights, shadow volumes
- opengl to d3d wrapper?
- Please, please help: Multisampling in linux
- GLGroup class
- Light Vector Calculation for Per Pixel Diffuse lighting
- blending problem
- FOG_COORD + CATALYST 4.8
- pBuffer 1024x1024 problem
- uses of occlusion queries.
- How can i pan the model with my mouse in 3d
- bump mapping...
- Landscape by means of 3D-Texture
- ambiant occlusion (obscurances)
- what is c for glTexEnvi ?
- Projected Coordinates out of 3D-Coords
- Homogeneous divides
- rendering will not change with [dynamic] transformations
- question about drawing on panel
- NV: supported internal texture formats
- limited range camera... optimisation idea
- Shadowmapping without GL_depth_texture
- What’s up with the point_sprites?
- VBO Performance on nv3x hardware
- CgFX tutorial
- PBO - Texture Memory extension idea
- modifying csg.c to use more than 128 polygons
- cube mapping
- Using WGL_ARB_pbuffer and glGetTexImage
- max AA on 6800
- Catalyst 4.8 ARBfp bug?
- CGSL speed issues
- Alpha obiects with multiple lights and stencil shadows
- MultiThreading with OpenGL
- glMinMax
- Opengl Initialization Problem
- post deleted ?
- wglCopyContext and p-buffers
- control 3D models
- Calculating state.matrix.mvp manually
- Volumetric Fog and displaying Probability Densities
- Vertex to Spherical
- Shadow Volumes and Silhouette
- getTexImage crash
- Any word on ANY render to texture spec?!
- pbuffer, render_texture and mipmaps
- Crossed Polygons and blend problems
- GL_EXT_Cg_shader???
- MD3 Bump mapping problem! PLZ Help!!!
- GL_TEXTURE_ENV_COLOR does not change in run-time
- viewing depth texture
- strange projection results
- Different sized textures - one algorithm?
- Best OpenGL drivers
- Projection Matrix - help!
- line width
- bug ? attribpointer not in display list
- ABRfp 1.0 texture lookups
- Rendering text
- Normalising Mesh Models
- Calculating Accurate Vertex Normals
- fragment_program lighting problem with object/word space!
- Scaling a vertex
- Multipass rendering question.
- projective texturing problems
- Depth/stencil value under vp/fp
- What happens to the front buffer after I swap the buffers?
- Sending Face normals with arrays
- 3D loader
- 8 pipelines, 12, 16 ??
- Another wglShareLists question ...
- how to detect glx errors?
- Simple bump mapping question
- glPolygonOffset: does "units" value between 0 and 1 make sense???
- HELP! a strange problem about feedback!
- arbfp1 + CG
- Display List problem
- Application controlled Anti-aliasing
- 16 Bit Monochrome Texture
- glCopyPixels to pbuffer
- from feedback buffer to gluUnProject
- OpenGL 2.0 Spec