- Nice Vertex Shader trick
- glDrawElements Index Array destroying itself
- Stupid Question
- software render survey and irrlicht-osg queries
- Direct X Rendering Problems
- Re-Help Me Reedbeta!!! ;)
- DirectX 8 SDK
- [HOWTO] Perspective to Parallel Canonical View Vol
- Problem with stencil volume shadows
- 3D Mobilephone Game Engine
- ZPass shadow volumes -> ZFail
- Begginer needs help
- Making a planets
- OpenGL Redbook Samples
- Portal Water in QFusion-FX... HELP!
- Stereoscopic hardware
- is there a D3DXEffectFile impl for opengl anywhere
- Ugly texture seams
- irrlicht-osg and opengl2.0 queries
- Flickering Fullscreen Problem
- Real-time caustics rendering
- the concept of AA multisampling
- Shader buggy or graphic card too weak?
- Projecting texture model (spraypainting simulator)
- rendering a target box on a model in a 3D world
- real-time raytracing achieved!
- Optimize a ray-surface interseccion using spheres
- Reversing the winding order of a tri-strip
- sorting by material,shaders,textures, and batching
- CreateDevice Error~Help
- OpenGL
- Interactive Approximate Rendering
- D3DXIntersect() Problem
- Gimbal Lock with Quaternions?
- alpha channels
- Direct Input has gone crazy?
- Are GPUs optimized for multi-pass rendering?
- HDR Texture Compression. How to.
- Displaying meshes with transparent portions??
- DirectX in Win32 Control
- Drag and Drop Meshes
- gluUnProject............
- Optomizing Ray Tracing
- Matrices: Inverse vs. Transpose
- Multitextured Terrain
- Is DX9 device reset() expensive?
- How to achieve smooth movement from keyboard???
- DX terrain texturing question
- Deluxemapping help...
- "Direct3D.OutOfVideoMemory Exception" : managed directX + c#
- bounding sphere of spheres
- Texture Binding for Cg Shader using OpenGL API
- metric between Bezier curves
- Camera Matrix
- 3d Reversi board
- GPU gems 2 demo
- Instancing vs. static VB?
- gluPerspective
- Choice of Rendering Algorithm location
- Transforming normals propertly
- Help With Blended Terrain
- Types of Cg error
- VRAM caching?
- texture splatting
- Need some help with generating lightmaps
- (dynamic) shadow mapping and point lights
- Rendering Engine design
- Basic Matrix question
- Creating a transition with a dynamic texture/mask
- GUI Programming Problems? :(
- wavefront
- VAR and VBO or alternatives
- Frustum polygon selection
- Direct3D problems on laptops
- obtaining available video memory in opengl
- Lighting Off in DirectX
- Sin City style post-process effect
- Deformable Landscapes
- How to flatten view?
- Implementing 3rd person view in opengl
- BSP tree creation: numerical robustness problem?
- Which directx function calculates distance from point to plane?
- How to slide against plane in collision?
- VRAM and Memory Pools. Help!
- Software or Hardware Controlled
- 3D Alpha in OpenGL
- Texturing a model with arbitrary geometry
- animation of smoke/vortices.
- CubeMap in Vertex Shader
- SwiftShader
- Per-pixel lighting looks like per-vertex
- How to pack a fp32 in 2 fp16?
- Cross platform fonts in OpenGL
- gluDisk
- .FX Files to HLSL
- Texturing models part two
- Why do u/v coords affect the framerate?
- Line clipping
- DirectDraw info, and GDI
- plotcom.dll
- Stencil Shadow Volumes
- OpenGL: Perspective correct rendering in screen coordinates
- Are many VBOs a good thing? (OpenGL)
- how to loop through polygons inside mesh?
- Line culling
- Texturing model problem
- EMBM on radeon 7000/GF2
- How to draw selection circle as in World of Warcraft?
- ID3DXFont Text Scroller
- Z-confusion
- How can I improve my PVS system?
- How to implement stencil buffer? (DirectX)
- Storing rotations in a word(2 bytes)
- n00b static vertex buffer question (DirectX)
- Porting the glMatrix xscreensaver to Windows (OpenGL)
- Trianglemeshes and Tangents
- Cg: can a fragment program work alone?
- Box Counting Algorithm+Line Clipping- Need Help
- Examples of DirectX/OpenGL in assembler?
- Hardware Skinning really necessary?
- MDX - Precise quad sizes
- Robust Transparent Surfaces
- Why is expensive really that expensive ?
- Switching between fullscreen and window...
- Anyone heard of G3D?
- The vertex cache
- Perspective effects in OpenGL
- 3DS Max library
- Model Loading Prob?!?
- Any Help Plz
- Shot in the dark (flickering triangles)
- OpenGL DIB and Textures
- [Direct3d] Stretched image Background
- drawing a star
- environment mapped bump mapping
- Problem in understanding some scene graph issues
- glGetString question
- About the Window management
- directx 255 bones
- Cylindrical Texture Coordinates
- Emacs indentation for OpenGL
- Loading FBX Files (Skeletal Animation)
- GUI library? (SDL/G3D or OpenGL?)
- Cube mapping reflection over water surface problem
- MDX - Matrix.shadow
- new question!!!
- (DirectX) fps slow when rendering 4000+ vertices
- how to render overlapping transparent objects?
- Polygon tesselation - How to draw the edges? (not filling)
- SDL & OpenGL resize problem
- Can I see your main Game Loop
- c.o.f.f.e.e (C4d)
- Not really a gaming question but direct3d related...
- How big is your DirectX render batch size?
- How to do force feedback without DirectInput?
- Optimizing rendering using occluders
- (DirextX) Retrieving faces from Mesh.FromFile object
- (DirectX) Creating and sampling a screen texture
- 3ds max vs maya
- Creating a rpg game screen
- vertex position to screenspace texture coordinates
- heavy threaded opengl application on a dual core machine
- A SDL question
- Render-To-Texture DirectX problems
- Taking perspective into account, testing if a poly is facing the screen
- Multithreaded GL Texture download
- Wave in openGL
- Do you sprite?
- help..flying flag
- Using CFirstPersonCamera with CMyD3DApplication
- sun behind mesh
- Fast Z-Buffer copy in OGL
- Using Custom Icons
- Unreal t3d format
- Novice D3D Q's
- Front-To-Back sorting?
- rendering a heart in OpenGL
- Light emitting polygons and lightmaps.
- setPixel/getPixel
- Point Sprites on ATI Hardware
- graphics.h
- Normalising vectors using register combiners
- Simple question : Bitmap with DirectX and C#
- Starting up with DirectDraw
- Pixel value (range 0 to 1) to Color (white to black) converter
- camera with mouse capture
- D3D Clip Planes
- Texture Mapping
- Rendering Function Call
- Calculating mesh tangent space vectors
- Speed profiling software
- gl_FragDepth
- Combining textures: sphere map and regular tex
- I need help with a simple vector equation...
- Antialias filter implementation
- Why can't I transform the light to the opposite direction in HLSL
- Combining shaders
- Shadow Volume with degenerated quads preprocessing
- lightmapping theory, anyone knows??
- load 3ds max models into opengl program
- Transparency in DirectX
- DirectX surface copy problem
- Texture rendering optimization
- Using Occlusion Query to avoid read back
- OpenGL / loading 1 bit/pixel images
- SDL_PollEvents bad??
- Light movement has no effect ..
- rendering lines over polygons
- DirectX Dynamic Texture Help
- what is wrong with my pitch?
- 1bpp blitting routines anyone?
- Fixed function rendering to FP16 Rendertarget
- OpenGL/3DS MAX
- C++ Glut
- Output pixel position in shaders...
- Need of Desperate Help
- angles from normal, how?
- refreshing OPENGL window
- link error
- help needed to reduce 3D model face count
- multible vertex struct in one class
- Multitexturing OpenGl ATIextensions.h
- BSP Tree
- No textures with .X problems - Need help ASAP
- 3d max issue
- Point sprites & texture coordinates
- HDR rendering with antialiasing
- Shader Performance
- Terrain LOD and Skirting
- gluTess Help required
- Volumetric Lighting
- DirectShow sample grabber problem.
- Best way to deal with MaxTextureWidth/Height
- 3DS vs openGL
- DirectX vs OpenGL in game engine programming
- Question about global data access
- outline algorithm
- Getting into 3D
- vertex buffer & index buffer
- AGEIA PhysX license?
- Receiving in-game input
- The Top Coord of the Near Clipping Plane
- Texturing terrains.
- IntersectInformation (MDX)
- vertex shader texture fetch
- BSP Tree map making HELP
- 3D vs Sprites
- 2D - First Game
- I'm going nuts!
- Problems: ColorWriteEnable in DirectX