- Engine design problem.
- Using gl_ClipVertex in GLSL
- move camera with pixel
- getting Z buffer without rendering
- Water Caustics Problem
- camera simulation
- Infinite shadow volumes
- FBO and 3D texture
- pseudo register for glGetError
- toggle between display
- Dynamic Shadow Mapping - FBO's and Cube Maps?
- Problems with dot3 cgShader on differnd profiles
- about s3tc and texture compression
- Passing RenderTexture to Cg
- texture alpha value
- GL_REPEAT and interpolation problem
- advanced texture blending
- point sprites vs. quads
- Fragment Program and Pixel Locations
- Anisotropic filtering for 3D textures
- Stipple dash length for diagonal line
- EXT_separate_specular_color faulty?
- On volume texture atlases
- HELP! Windows icons are disappearing!!!
- right way to check for hardware accelerated floating point blending
- Problem with GL_ATI_fragment_shader
- NVIDIA software fallback
- GLSDK and Pbuffer problem?
- NV_depth_clamp and GL_SELECT mode
- 3D scne and 2D primitives
- Question about bumpmapping.
- JoyStick Implemetation in GLUT
- ARB_fragment_program view vector
- fbo, pbo, vbo & render_to_vertex_array
- Possible to reflect specular highlights?
- texture filtering precision
- downsampling floating-point NPOT textures
- Question About NURBS
- gluNurbsSurface stopping short
- Move calculation from cpu to gpu
- Automatic Texture Coordinate Generation in fragment Program
- NV Quadro 3400 BufferSwap problem
- How do I make a seperate Window?
- problems with glEvalMesh...
- Rendering a list of structures - Advice
- using compressed textures
- deferred shading and different materials
- different attenuation on 3 axis
- Own Image Format
- Walking up the hill..
- Multitexture setup for GLSL
- 3DS, mesh and ROCK'N'ROLL!
- Loading textures, methods, ideas, suggestions are welcomed.
- Cube Map Texture Selection
- Drawing 2D rectangle w/ unique fill
- speed of GL_PROJECTION vs GL_MODELVIEW?
- CAD- locating exact 3dpoint on primitive
- FBO driving me crazy..
- a disk constantly facing the user
- HW aided skeletal mesh deformation...
- I have a Spline curve,How could I Generate a 3D tube base on this curve?
- How to programme OopenGl on Network
- Multiple FB's in FBO
- Selecting object in 3D in editor
- glCallList fails to render
- How to treat RGB as transparent ?
- draw a depth map
- problem with perspective view
- Load a S3TC (DDS) texture without mipmaps.
- arb_fragment_program + ATI = slow
- Clipping Planes and Precision
- SLI development, anybody?
- Lightmap generation/Shadow calculation
- OpenGL bugs on specific platforms only?
- Multi-Head Multi-Card
- Save compressed texture
- Clearing the ZBuffer of a PBuffer doesn't work
- Cg and Sh
- Destination blending in multisample pbuffer
- Define which triangle is visible?
- morphing surfaces...
- Memory texture
- Vertex cache size.
- glEdgeFlag
- Approximating gaussian blurs
- Nurbs Evaluator
- Clearest method of drawing a texture to 2D screen
- image/texture library
- linear sampling in frag shaders
- Automatic normal per triangle
- How OpenGL manage it's Video Memory
- Display Quadrilateral
- FBO, FLOAT, HDR
- Regarding VBOs
- sampling extra texture in fp boosts performance !?!
- FBO and multitexturing
- instancing support and multiple render targets
- Do drivers typically reset redundant states?
- help
- Problem with glDrawRangeElementsEXT
- Point Sprites and Environment Maps
- Floating point textures, negative numbers and value range
- Orthographic projected textures
- Problems with WGL_TYPE_RGBA_FLOAT_ARB
- Alpha channel with multitexture glDrawElements
- Finding correct tangent vectors
- glFlush in multi-thread.
- I have a demo, and it needs testing
- possible to calculate near clip?
- Zbuffer disabled and picking
- Mixing OpenGL and GDI
- "Ping Ponging" Frame Buffer Objects
- PBO on ATI
- Confused about rotations...
- multi monitor support for 4 monitors?
- FBO, floating point buffers, and clamping
- Cube Map Cg Shader - hard
- ODE help - Spaces and collision detection
- Can you mipmap a depth texture?
- dxt3 or dxt5?
- VBOs questions
- problem using gluUnproject
- order indapendant transparency and shadow mapping
- Rendering instances of animated mesh
- Matrices - Performance Question
- Frame buffer color keying
- Moving back to software - when?
- Check if framebuffer or stencilbuffer changed
- glDrawPixels + get pixel user clicked on
- set color for Nurbs object
- Ambient lighting with multitexture normal mapping.
- CPU or GPU shadow extrusion?
- Multiple occlusion queries
- minimizing blended billboard popping
- zbuffer writing without rendering
- FBO + glGetTexImage == no go?
- FBO problem in GFX5200
- Aspect ratio for 2D quads when rotating
- which API calls are asynchronous? (maximum throughput)
- Cg ridiculousity
- Loading OpenGL app. from OpenGL
- Polygon Performance
- Performance measurement
- WGL_ARB_render_texture slow with NVidia
- Get supported resolution...
- Help! Drawing to pbuffer causes 1282 invalid operation?
- pleblem of using 3d texture
- WGL_ARB_pbuffer vs. PFD_DRAW_TO_BITMAP
- So, how is FBO on ATI coming along?
- Using several texture units, or fetching several times
- Early z-test
- which parameter can a texture object keep
- Tricky Blending
- problem when using 3d texture
- Skewing of glut primitives problem!
- unknown error code (related to FBO's?)
- Shadow map to bitmap
- glGetTexImage
- no depth in pbuffer
- FBO & attached depth texture
- Z-fighting for shadow volumes on ATI cards, and a question about NV_DEPTH_CLAMP
- Texture Problem
- order of texture sampling
- Pixel popping when using scissor test
- problem of 3d texture
- opengl latency
- 3DS/MAX Key Frame Animation In OpenGL
- evalutors
- I want do bone animation reading from the file, but what kind of file format?
- rotate of 3d texture
- rectangle textures and multitexturing ? (FBO inside)
- how to use glut in VB6.0?
- Projection for tiled renderer
- Capped Shadow Volume
- PS3 and OpenGL
- texture order
- Nurbs fitting with length restriction
- Conditional branching on NV4x
- loos focus and display by resize window
- Doom3 like attenuation ?
- Doom3 with Relief Mapping
- Copying rendering context
- glTexSubImage2D Screws up Texture
- fog with blended polygons
- check if shadow map is correct
- VBO / ARB_vertex_program problem
- 3d texture on pc
- pbuffer copy problems
- Dynamic cubemap + FBO
- libGL and libGLU exported functions
- HL2 models in the real world
- framebuffer reading and re-color pixels
- Subtexture Tiling: Possible?
- system reset via simple GL program
- FBO Bug ? (fragment discarded)
- glMaterial is causing crash
- 3dlabs Realism 200's OpenGL Extentions
- What's problem with gluProject and gluUnProject
- PBuffer not working
- suggestion: refining functions
- nivida drivers linux
- Float pbuffer
- 3d texture mapping
- Non Power Of 2 Texture
- floating point textures and gluBuild2DMipmaps
- Problems passing UV coords.
- Early-Z, FBO, HDR
- floating point cubic textures?
- Cube shadow map lookups
- where can I report the NVIDIA driver's bug
- fragment position
- depth buffer and texture mapping-based volume rendering
- Something's wrong with my tangents and binormals
- sorting front to back
- Shadow mapping and cubemap
- Vertex Array slowdown (vs. Immediate Mode)
- Colourise texture on old hardware
- HDR loading/displaying
- wglShareLists ATI driver bug?
- Selection Mode, selecting front poly only
- Multi-thread application about OpenGL
- Making a texture from the currenct Mac OS X desktop/screen?
- Convert Bitmap to 3D Extruded Mesh
- Stencil pattern does not work correctly
- Multitexture extension and selective transformation
- High Res Textures
- OT: Graphics Research
- Two-sided tangent space lighting
- large 3Dtexture do not generate GL_OUT_OF_MEMORY on NVidia cards
- framebuffer clamping
- yes ... another shadow mapping question
- How to get 3D points from true type font?
- FBO - cubemap rendering
- Render to textures but with a reverse order?
- Problem with textures
- Perspective Cube Shadow Maps
- help w/ ARB_OCCLUSION
- ok, so what with that antialiased pbuffer on ATI?
- dual monitor issue
- problem in using multiple threads in openGL
- mgs2 color smearing effect
- PBuffer & MultiThread
- Is this a correct way to compute the scissor rectangle?
- Float texture
- Performance drop after drawing a line
- projection matrix question for tom
- Problem with plain old per vertex reflection cubemap
- nVidia drivers - ever heard of OGL_App_SupportBits?
- 3 detail maps and a colormap with only 2 tex units
- disabling fragment shader within multipass