- Stopping driver from buffering frames
- glPopAttrib() throws GL_INVALID_OPERATION ?!
- PBO questions
- Transparency issues, polygon sorting, headaches...
- GL_SAMPLE_ALPHA_TO_COVERAGE?
- Texture Atlas Problem
- Early depth and float depth texture
- Latest NV exts. only on 8xxx and 9xxx ??
- dual rgba8 still faster than one rgba_16f on G80?
- PBO performances & compressed textures
- VBO Bug? ColorArray is bound, mapped, but disabled
- Avoid GL_DYNAMIC_READ
- Bug drawing to depth-only framebuffer
- How to do multitexturing and tessellation together
- glcopytex2d alpha problem
- absolutely weird blending problem
- glCompressedTexImage2D with PBO
- VBO corruption
- wglShareLists() and Multiple Render Windows
- Geoemtry Instancing
- gluEndSurface(GL3_CONE_OF_SILENCE_ARB)
- Cubemap to Fisheye
- how to draw triangle mesh?
- No GL3 and no newsletter yet...
- Asyncronous locking
- Jerking display
- How to use vsync???
- Sliding image problem
- Artifacts during zooming (glOrtho)
- PCIe data transfers (Textures/PBO/anything else)
- glDrawPixels+Shaders = slow?
- render to vertex buffer
- Optimization question
- FPS seems locked on Nvidia
- Segfault in GL lib
- glGet Alternative?
- Transparency and shaders
- Window Pixels to 3D World Coords Transformation
- Trying to put 16bit Data in 1 channel
- Deferred shading
- FBO + multisampling = AMD ATI Catalyst 8.5
- NVIDIA G-Sync
- multithreaded texture loading
- NPOT Texture streaming
- Counting seconds and moving
- VBO's much slower than VA's ??
- SLI OpenGL programming
- OpenGL ES Per Pixel Lighting
- Loading PNG images quickly
- multithreaded shader compilation
- Problem:Light volume projection & Deferred Shading
- Cubemap depth FBOs?
- 100.000 polys w/lighting @ 30 fps - how?
- wglBindTexImageARB causes page fault
- rendering artefact
- DXTC image uploading issues
- how to set projection matrix to match Maya view?
- CSG for tesselated objects
- Stencil pass for deferred lighting
- Depth-based screen-space effects and multisampling
- directional light seems to "flicker" (Bug?)
- Switch from fullscreen
- emulate NV_depth_clamp on ATI
- light position transformations in shader
- Accessing a texture2DArray, speed it up?
- PBO and Texture Float ...
- Clamped float values in PBO ...
- Best OpenGL-friendly terrain algorithm
- glBufferData latency?
- how to detect when OpenGL reaches the memory limit
- texture border = black mipmaps
- Depth to Color + multisampling?
- GeForce GTX 280... what for us, programmers? :)
- Remote program uses local GPU?
- 513x513 grid of data to 512x512 texture
- Manual modification of texture pixel data.
- Catalyst 8.6
- Gaussian Blur on texture
- Texture subload
- Supported FBO Texture Internal Formats
- gluProject(..) + sprites with Z values.
- Texture questions...
- Display list slower than direct rendering?
- another Depth texture question
- point sprites and texture matrix
- Texture interpolation with vertex buffers
- Creating JPG without a window
- Multiple depth targets
- Backstabbed by skanky IHVs
- What's going on with WGL_NV_multisample_coverage?
- TBN Matrix on back-side of triangle
- Read and write from/to the same texture
- EXT_transform_feedback
- glDrawArrays not using VBO
- VBOs slow and crashing...
- ATI Radeon HD 4800 OpenGL features
- FBO - texture_2D_array problems
- What happened to 3Dc?
- Trouble with 8-bit single channel 3D texture
- GLSL Issue on ATI Card
- GL_SELECT
- ATI and lack of h/w support
- strange FBO Multisampling behavior
- Maximum texture binds per bufferswap?
- GL_EXT_timer_query --> driver bug ?
- Map triangle texture to a right triangle
- TexSubImage2d() + padding
- OpenGL is Dead!!!
- Help with eyeZ calculation?
- FBO + ATi card == problem?
- glLineStipple not behaving
- nVidia multithreading issues
- MATRIX_PALETTE - normals
- NV_depth_buffer_float > 1.0
- How to create a swept surface ?
- Nvidia Simple Depth Float tutorial
- How to use glFrustumf?
- strange transform feedback problem
- PBO for streaming textures
- glHint with line, point, polygon smoothing hints
- Bug in gl.spec for StencilFuncSeparate?
- Deferred shading - light volume
- FBO, cubemap and depthmap
- Helpm Required for 3rd Person Camera Collision!!!!
- Smoke/water effect demo
- DX9, DX10, GL2.1 and GL3 wrapper (w.r.t. shaders)
- glDrawElements() crash from time to time
- how to map an image onto an irregular 3d object?
- Multisample resolve is not gamma correct with FBOs
- Depth buffer precision
- Depth peeling problem
- how to calculate tangent vector for each vertex ?
- how to use Free-Form Deformation?
- Spec Files
- A view that displays my entire model?
- Coverage Sampling Anti-aliasing artefacts
- gluNurbs function
- Color update problem
- Help with Cascading Shadowmapping
- Centre the scene on the screen
- SSAO using GLSL
- Wrapping around a cylindrical surface.
- Color clamping on ATI
- EXT_bindable_uniform: extremely buggy?
- Display list compilation speed
- State saving for multithreaded application
- VTF to do terrain rendering
- [Question] excluding statements from display list
- Bad 2D glyphs rendering using point sprites
- Getting vertices/polygons after depth buffer test?
- Fisheye Projection With an Offset
- Crash in glIsEnabled with FBO
- ATI/AMD card owner debug help
- Transform feedback buffer binding
- Lines antialiasing produces incorrect results
- Fastest way to copy data for FBO / backbuffer?
- Can FBOs share textures?
- Can't get FBO to work on GeForce 7400m
- DDS 3D Texture Samples
- OpenGL 3.0 on its way after all?
- More FBO problems on NVIDIA
- Emulating OpenGL Normals Calculation
- Pulling color data from texture coordinates
- Buffer Object Usage Hints
- Separate coordinate arrays for glVertexPointer.
- relief mapping: artifacts at polygon boundaries
- Problems using multiple texture2DProj() from depth
- Error in new extension header files
- GLSL 1.30
- 3D meshes Transparency and background color
- Textures and Multithreading
- OpenGL 3.0 drivers, when?
- Transform Feedback Data Format
- Use of FBO and GL_TEXTURE_RECTANGLE_ARB
- Problem with GL_POINT_DISTANCE_ATTENUATION
- gl3 spec bug
- Official NVIDIA OpenGL 3.0 beta driver thread
- Experimenting with EXT_direct_state_access
- glGetMinmax, FBOs, and HDR textures
- Reading from & writing to a texture at once? (FBO)
- 3d rotaion and translation
- lighting
- Get amount of graphics memory
- NVidia Cg Philosophical Question
- using vbo with .obj file loader
- Optimisation to display points
- Reconstructing Eye Coord from FragCoord?
- Coding for the future: opengl 4 & 5?
- How to reset all OpenGL state
- Drawing with OpenGL from other application
- rendering geometry individually
- compressing normals/tangents vector
- OpenGL ES 1.1 without OS
- glPushClientAttrib in GL_ARB_vertex_array_object
- Offscreen rendering
- blending problem + cullface
- Placing thousands of models on a sphere..
- Drawing without the fixed-function pipeline
- Do FBOs have a non-trivial memory footprint?
- Single pixel cracking issue
- Opengl 3.0 deprecation equivalents
- DrawElements with VBOs
- Dynamic Cubemapping with FBO's
- gl_ClipVertex
- Pixel formats problems (MX 440)
- Store shader output (color) on vertex structures
- Interior Mapping (Humus demo)
- Registry update for 3.0 APIglext.h / .spec files
- Rigid transformations from the fixed pipeline?
- Creating a plane thats parallel to the view camera
- Repeating / Reusing normal / texcoord data
- [3.0] Wide lines deprecated
- Point Sprite Attenuation
- How to improve texture coordinate accuracy?
- The code is fine: except for wintel hardware.
- Projected Geometry
- What must be done when glUnmapBufferARB fails ?
- material and light problem
- shadowmap gets extruded at the borders -black bars
- Tesselating Quadratics
- Apple-style reflection
- Which extensions are useful with gl3?
- client state and selection buffer
- FBO, 1 depth buffer
- Regarding Immersive Visualization
- Read back problem.. MX 440
- Slow in last glVertex2f()
- Surface of Revolution
- glCopyTexSubImage3DEXT alternatives
- Flickering Multiple Monitor
- SSAO edge cases, how to handle them?
- GL_TEXTURE_2D dimensions don't have to be POW ?
- How to deal 10bit image on OpenGL
- Surface of Revolution advanced
- Object-to-pixel coordinate transformations
- Performance of integer texture upload
- Man pages source available in Khronos Subversion
- texture mapping
- GL_EXTENSIONS replacement
- Streaming video to OpenGl texture
- VBO
- FBO with mixed format texture
- glCompressedTexSubImage2D and DXT1
- FSAA
- Which internal format should I use for 10bit image
- center point of a perspective viewing volume
- FBO call surrogate
- Conditional Rendering and Batch Counts
- ATI, GL_NV_Fence, GL_Sync, and Threads..
- Query points close to a cut plane in point cloud