- OpenGL glTexImage2D and Transparency
- Getting color info from HDR texture
- Key and fill
- A String of specular lights
- i want to draw the ray D3DXIntersect creates ..
- Texture question
- NPOT FBO Render Target
- JME to java3D
- create mesh by D3DXCreateMeshFVF
- Specular lighting with Lightmaps
- GPU Gems3 - examples problem in 2008
- OpenGL, Pointers, DLL's, and texture ID's
- 1 D3D device per thread, or a single device with mutexes ?
- Mouse Trackball rotation
- General line-of-sight question
- Global illumination vs Real time
- Persistent data in the vertex shader (DX10)
- Deferred Rendering Methods
- Blurring a cube map?
- glGetUniformLocationARB fails on uniform vars
- Sorry, need a new blurring method.
- Possible DX10 bug.
- pleaseeee hlp (texture mapping)
- Projective texture coordinates in water rendering
- Faster sort.
- MRT depth texture and alpha problem
- Video decoding
- glColor
- OpenGL and Multi-Threading
- SH lighting, I'm just not getting it...
- Many FX Composer Questions
- Performance problem with directX
- Texturing Method (single huge vs some small)?
- Fast/Accurate collisions
- Print screen and full screen in Direct3D
- Re: Managed DirectX, Shadows
- How to make a game effect
- Multi-GPUs AFR vs frame lag & smooth animation
- 2D map with position cursor
- Device reset and state block?
- [Need help]Could you please show me how to make special effect in 3D game
- Use Maya import plugin with MEL
- [Help] Making a bot
- What's the difference? (if any)
- [OpenGL/MFC] problem of bit setting of render texture (ripple error)?
- The new geometry shader.
- Deferred shading... (dun dun dun)
- Deferred shading continued... (different topic)
- Render to cubemap in a single pass. Really useful?
- depth peeling program
- .X mesh indexbuffer help
- Inexplicable delay on SwapBuffers?
- Need help to choose a suitable engine
- Easy Method for perfect 2d csg.
- Matrix array in HLSL problem.
- Model silhouette
- Barycentric coordinates and ray tracing?
- Constant registers amount in HLSL
- What is a good way to get started into Graphics?-Not very artistically inclined
- Help needed for camera look-at method
- Flash Games
- Looking for water tips
- Building VBO from model data in opengl
- loading .x meshes (dx9)
- Practical multipass rendering
- modeling loading really slow, help with solving speed issuse
- Box texture mapping
- A few questions about shaders
- generation of rays.
- Gamma
- Mesh.Intersect cutting framerate from 1700 to 17
- need help understanding ray AABB intersection
- How to determine which triangles are in shadow ?
- getting negative triangle normals
- Stupid Question
- Gui
- OBJ Loader Problem
- Lighting and next gen...
- Plane Bounded By AABB
- GLSL instruction limitation ?
- ray-triangle intersection
- Lighting+Ambient+Shadowing Converting shader from 3.0 to 4.0
- Mapping triangle to a right angle triangle
- Can back face culling deal with partially visible triangles ?
- Need help in Image Processing by using Visual Studio 2005 c#
- rotating an object
- alpha testing with dx10
- Error X4507, exceeded number of constants
- dividing a rectangle into a square grid
- scalar triple product of 3 vectors
- Alpha Blending
- Shader Model 3.0 semantic mapping
- I need god (rays) in my life
- quick question with GL_BLEND
- How to do multi-texturing and tessellation together in OpenGL?
- Problem with NxActor
- Texture Maps on Raytraced Isosurface
- DirectDraw Blt weirdness!
- DirectX 10 tangent computation... it's not there.
- Perspective Projection
- Problem coding a jigsaw puzzle
- how to find the corners and edges of an object ?
- Planar mapping
- Quick AABB->segment intersection
- UV for Spheres
- Common 3d object format
- Bending an arrow
- Calculus on "bounding box"
- DirectX particles problem
- mirrors and recursion with directx
- Lightmap texture performance from c#
- ray-NURBS intersection
- Fitting rectangles together with least gaps
- strange issue with opengl picking
- Software lighting and Blinn-Phong
- OnPaint requests not in sync with vsync
- grrr, quick question, possible memory leak
- PS driven by VS?
- grr, nother quick question
- Applying laplacian of gaussian
- Size of a normal map?
- getting the "Real" refresh rate
- making sprites
- A multi-pass Lighting?
- Atmospheric Scattering as Post process
- "pasting" two images together
- Goodplace to get sprites:
- AMD_performance_monitor extension?
- ok, here's what I need (Shadow map related)
- Geometry shaders in WinXP with OpenGL?
- Area of complex polygons.
- Photon Mapping
- Obscure Light shapes
- Real Time Grass
- Map texture triangle to a right triangle
- VBO's
- Building edge list for arbitrary mesh ?
- Understanding the GPU pipeline
- Image-Based Proxy Accumulation
- Managing GL states
- Legit openGL vs. directX question
- D3DFVF_XYZRHW what z and rhw stand for?
- Volume Textures
- PCSS look blocky...
- Graphics programmer & Education
- glBlitFramebufferEXT crash in nvidia drivers ?
- Choosing a format
- ray-triangle edge intersection
- Check if a triangles is visible
- headache in tangent space normal mapping
- help... head pounding, eyes bleeding.....
- quick question...
- D3D10 - Polygons capping
- Deferred Lighting, Rendering Light Volumes
- sub surface scattering
- How would I actually apply these maths to programming?
- converting direction to rotation
- tri-linear interpolation
- Calculating principal radii of curvature ?
- Shader Optimization
- geometry shader 4.0
- Understanding GPU memory
- games not working with openGL? way around??
- DX10: Variable shader input size...?
- Coloured height field
- 'Border' texture address mode
- A question I'm not totally sure how to ask (involves normals)
- Help...
- .obj file
- Irrlicht or SDL + OpenGL?
- "Stapling" decals to the wall
- OGL3 specs
- Arbitrary UV mapping on a mesh
- variance shadow map problem
- Problems?!
- Texture size and bump mapping.
- Batching sizes and fulstrum culling
- Understanding paper "polygon tiling with coverage masks"
- Shader compiler bug? (DX10)
- meshing resources
- dot product of a matrix
- problem with vbos
- memory/speed optimizations
- SDL Maps
- copying depth buffers
- Problem with GLM library
- Latency in DirectX
- Shader Replication and My Shader Preprocessor
- Using FBX files
- problems with opengl material
- combining textures
- shader optimization
- Pixel Shader Gaussian Blur
- ray casting vs. rasterization
- tex2Dproj
- OpenGL VBO Problem
- How similar are CGFX and D3DX FX?
- Fake Ocean Foam
- GPU stalling
- glUseProgram weirdness
- advancing animation in fixed time-steps & frame-rate independence
- Does anyone know if...
- Help needed, DirectX 10 Sprite rendering problem
- Alpha testing... to what?
- 2d perspective transform
- gah *sigh*, finding roll orientation
- D3D10 water rendering
- Deferred lighting optimization suggestions?
- VertexBuffer in c++;DX
- Animation in voxelspace
- Pixel shader Instruction
- Texture problem in VS2005 , the skin color become BLUE .
- Understanding OpenGL IDs/Pointers
- Understanding different spaces
- about OcclusionQueryNV
- Wireframe Occlusion Culling Using Shaders
- Creating a Game Engine
- Retrieve value from render target texture.
- this is... rediculous
- Cartoon grass
- Perspective Projection: OpenGL Preview in Raytracer.
- [OpenGL] VBO and materials
- GLSL Shader Performance
- Best way to sort mesh rendering
- Ambient lighting
- SDL joystick handling with multiple sticks
- basic concepts of game engines books
- Procedural content - get one out of many
- Developing technology in isolation
- Stencils in OpenGL to implement palette?
- Creating a pointer structure for an arbitrary mesh
- Mapping problem
- How to create the First person shooter camera
- (OpenGL)Transparent Index to Index blit
- I don't even know what to call this... array limit?
- Infinite detail lighting
- perspective texture mapping
- software engine threading
- (OpenGL) Freetype font graphical glitches
- The importance of texture resolution
- Instancing using ID3DX10Mesh
- Hooking into a Game
- need help with directx camera
- [openGL] ARB_vertex_program vs ARB_vertex_shader
- Particle level set fluid simulation
- 3D textures
- SDL joystick feedback
- flickering effect when using threading in directx
- Copying depth information
- Emulating GLSL?