- TriLinear interpolation
- FBO doubt
- What is 2D acceleration with OpenGL?
- wglMakeCurrent issues
- Problem with coherent keyword on NVIDIA GTX 480
- problem with depth clamping
- Seeking maximum performance with PBOs
- Rendering to Multiple Windows using glut
- AMD frame buffer blit issue?
- Blending textures hav a shadow on the border. Why?
- DX11 deferred context is like GL display lists?
- gl_ViewportIndex unknown on GTX 580
- Per-component blend factors
- calculating normals in tess-eval-shader
- Element buffer binding is VAO or context state?
- GL_INVALID_OPERATION in glVertexAttribPointer
- SV_Coverage input -> GLSL?
- Current Crossfire support
- Old 7900 Support
- Using glTexImage2D with null data
- Subroutine API with subroutine arrays
- displaying jpeg in opengl
- tessellation shading and seamless displacement?
- LUMINANCE_ALPHA_FLOAT16/RG16F/FLOAT_RG16 ?
- chess
- Sampling from a 2D texture as it would be 3D
- xeon quad cores
- Lighting Mathematics
- GL_OUT_OF_MEMORY error
- Framebuffer object problem
- help needed with raycasting
- VBOs use vertex attribute for two vertices
- How Does Multisampling Compute Color?
- Moving beyond the limits of 32-bit float precision
- batching style question
- I dont disable texture
- Shadow Mapping / z-Buffer texture on ATI card
- Textures in glsl
- Nothing written to FBO depth
- Unnormalized unsigned bytes as vertex attributes
- deffer render: depth
- questions about OpenGL with multilpe threads
- Asynchronous texture streaming using a PBO
- Tessellation levels in the 4.1 Specification
- 32 bits bit shifted uints trouble.
- gDEBugger is free!!!
- How to create multisample pbuffer
- Omitting Vertex/Normal/TexCoord pointers with VBOs
- Can't get G-Buffers work correctly
- Compositing video and primitives in OpenGL
- Rendering to Multiple Textures Separately
- Real GL_MAX_VIEWPORT_DIMS
- Optimal VBO array formats in OpenGL ES
- Multisampling fail
- Collaboration/Critical Design Project. GLSL shade
- glutAttachMenu(button)
- Tessellations and textures
- Target-FS output component count mismatch
- Compressed Volume Texture SubImage uploading
- glRenderbufferStorage -- internalformat values?
- Lighting observation when moving to Core profile.
- Mixing VBO and client memory arrays?
- Polygon Voxelization
- multiple vbos
- rom "beginner forum:" glGenBuffers causes exit
- FBO Multisample with crash
- Avoid sampling at the texture Edge?
- Compress images before reading back from GPU
- Build textures during runtime
- Efficent render to 3D texture
- Texture coordinates rules
- PBOs, memory location
- Record OpenGL scene
- Retrieve Video (Nvidia/ATI) Driver Version
- problem: geometry flashing...
- Updating single layer of texture array
- View Space Light Position Moving...
- Faster replacement for gl_NormalMatrix
- light pre pass artifact
- How to restore opengles textures /context
- Histograms and FBOs
- glReadPixels are killing my project!!!
- Multiple Convolution passes on 3Dtexture nopingpon
- Resulted Tessellated Vertexes
- Tessellated shapes
- using openGL to produce a mesh cube
- Mapping a sphere
- Programmability in the Pixel Transfer Pipeline?
- Generate mesh object
- Render bugs after recreating FBOs
- FAQ - Fixed function lighting position problems
- ATI: Corrupted data when using 3D textures
- Replacing pBuffers with FBOs(glow effect)
- FBO=>PBO transfer, glMapBuffer is impossibly slow
- How to blur an image?
- Multiple Render Target with texture3D
- Compressed 3D Textures
- Attaching a TBO to VBO
- drawing hyperbola in openGL
- how i can to optimize texture mapping?
- how to acelerate texture in post-prossecing?
- Working with floating point textures
- 2D Texture Array
- Magnification limit?
- OpenGl multi texturing with C#
- Shader Problem
- Render to multiple textures and Shaders
- ptr to glmapbuffer
- how to redraw the window with different data
- Buffer orphaning and multiple context
- Problems with multiple objects, shader & picking
- Saving & Restoring Depth Buffer to/from PBO
- Manual mipmap loading
- FBO, textures and MRT problems
- NV: Problems using integer attributes
- OGL Stereo Draw
- Change transparency for RGBA texture on the fly
- Using the GPU to accelerate high quality 2D AA
- different glBindBuffer for one glDrawElements
- sphere moving animation..its very urgent..thanks
- Function to render a flat 2D mesh
- VBO vs vertex arrays for particles
- OpenGl multi texturing with C#, Part II
- Map Me Again But Don't Waste My Time!
- WGL_NV_DX_interop
- glPolygonStipple
- Light bleeding
- Rotating an Object
- gl_VertexID issue
- gl_error 1282 when setting glVertexAttribPointer
- GL_NV_texture_barrier on ATI
- Modern polygon triangulation
- Are TBOs just as fast as PBOs?
- glTexImage2DMultisample() - fixedsamplelocations?
- Alternative to glBlitFramebuffer()
- I just don't manage to use texelFetch :-(
- default vs named uniform block
- drawing reflected rays in ellipse(optical property
- Confusion about the range of opengl Pixelformats
- Nothing drawn but the clear color on ATI
- Background thread rendering to FBO
- Better way to do transparency?
- Enumerating formats and other such things in GL
- maintaining pixel aspect ratio
- CUDA CANNOT perceive changing VBO with glMapBuffer
- Need help deciding engine future
- gl_ClipDistance[] in Tesselation Ev. Shader, NVIDI
- Deferred rendering and light position
- GL device caps database
- VBO as Queue?
- Uniform confusion
- debug output extension : is it working ?
- Whats new in opengl since 2003
- Multisampling
- How to change VBO by content of another?
- is this vbo pattern possible??
- Dynamic FBO reuse (2D / 3D textures)
- Display corruption caused by glPolygonStipple
- Multisample Framebuffer objects *without* NVIDIA
- Extending mass spring system to volume
- Depth texture bound to FBO and texture unit?
- Out of memory with glTexImage3D
- GL_NV_multisample_coverage & Texture alpha
- glGenFrameBuffers(EXT) always fails!
- frame capturing of transform feedback simulation
- occlusion query 2 problem
- failed to use Stencil
- Dynamic Index Buffers (IBOs) and glBufferSubData
- Stipple & Fog
- glMapBufferRange() behaves strangly
- Graphics memory leaks.
- EXT_direct_state_access & ARB_vertex_array_object
- Double Precision
- Multitexturing
- window-system-provided depthbuffer
- ARB_serperate_shader_objects sharing uniforms
- Streaming framebuffer readback
- Is indexed array not use for texturing?
- Pushing / popping the current program
- Problem with opengl -Its URGENT
- full screen quads : Instancing or GS ?
- Updating VAO data every frame not working
- glTexImage2D format paramets of _INTEGER flavour
- Multiple shaders: how to deal with attributes?
- Concept: Animation(Blender or other) to OpenGl ES?
- WGL_NV_DX_interop? example?
- Deferred Shading: depth pass
- Non-deterministic results from render to texture
- VBOs with vertex and normal indices
- Subroutine Bug?
- When do double precision VBOs convert to float
- glReadPixels - is this possible?
- newly created texture is filled with color
- Bloom effect
- OpenGL simplifying polygons
- efficiently clear buffers
- imageAtomicMin/Max not working?
- Perspective texture mapping
- Transformation of normals into eye space.
- scaling causes artifacts
- non power of two textures
- DrawBuffers2 extension and OpenGL 3.3
- EXT_transform_feedback
- ATI rendering to TBO and integer textures
- batching geometry
- Sorting 3D objects by material makes my game slow
- Offscreen Rendering vs Render-to-texture
- Trouble with the stencil buffer
- Volume Rendering - Transfer Function
- ATI why do you torture me so
- Matrix & Rotation Headache
- Having trouble with GL_FOG
- converting a world map texture to a mercator map
- light GL_SPECULAR doesn't work ?
- Blending
- Glut.BitmapFont makes program open & close
- ARB_debug_output maturity
- framebuffer over certain size : huge slowdown ?
- Plz help!!!!Trimmed surface Bounding Box
- information on tessellation shaders
- Fragment lighting proglem
- Deferred lighting and shadows
- Skeletal animation, 2D to 3D
- Render to RenderBuffer with Depth Test
- Compatibility of 3Dc / LATC?
- gluNurbsCallback function--cant use new glu functi
- Simple Shadow Mapping
- FBO + shader_image_load_store interaction
- FBO attachments with different shaders
- glHistogram is too slow! Pls help!
- draw a cube using a menu
- Object Position
- GUI
- Failing to use EXT_shader_image_load_store :/
- Getting a pixel / texel / point from a buffer!
- Buffering all render data
- Shadow mapping, bias before the w divide ?!
- About lighting and material on GL >= 3
- Why is GL_DEPTH_BITS deprecated in GL 3.3?
- How to switch the light on scoreboard?
- Getting started rendering maps
- VertexAttribDivisorARB not aliased
- glDrawElements not drawing end of large buffer
- FBO problems
- Rendering through a dll
- Anisotropic filtering in GL 3.3+?
- Point sprite attenuation doesn't work on Android
- help with Shadow mapping with cube textures
- EXT_transform_feedback and Vertex Programs
- MRT on main framebuffer