- Whats the point?
- Performance issues re: multiple vertex streams
- Fundamental 3D Microarchitecture
- Point Ray-Casting for Characters
- Indices of Refraction
- Skinning on DX9 vs CineFX:
- Questions about ray casting
- Pixel shader incompatibility ?
- Anybody read ATI's Siggraph papers?
- Non-polygonal technology
- cross-platform rendering
- Interesting paper on the technology of ID.
- Spatial datastructures and subdivision strategies
- Applied Procedural Geometry
- Sorting priorities
- Question on shaders.
- GLUT
- Which data structure is right for the job?
- R300 vertex shader
- OpenGL equivalent of DX point sprites?
- Track construction in a sci-fi racing game
- Shadow Volumes via Vertex Shader
- Putting color in destination alpha (idea by pcchen)
- Newbie Vertex Shaders and Fog Question
- Emboss bm, Ray tracing and Wolfenstein3D
- Some questions related to Bump Mapping in OpenGL
- Colored fog blending in a separate pass
- SDL?
- THURP
- help with Cg and Direct X ( D3D )
- BSP build and shared vertices
- Hiding mouse cursor in Linux?
- Rotation matrix or complex translation formula
- Power SGL
- How does "KIL" and StencilOp interact?
- Cool tool for compellent lighting effect!
- Pixel Shader Optimization Challenge
- DirectX 9 Pixel Shader Assembler Source Code
- Proposal for Beyond3D - R200/R300 DX8/9 Caps needed
- Bezier Patches - cool, or useless?
- OpenGL or DirectX 9 coding?
- Specular calculation according to Carmack's .plan.
- Some tips needed!
- Skeletal Animation
- Dragon Empires graphics engine
- How does maya / 3ds max interact with OpenGL/D3D?
- C++ >> assembly compiler please
- General Question: Z-Buffer Cannot Be Read Under DirectX 8.1?
- optimized by post-T&L vertex cache
- Radeon 9700 doesn't support Shadow Buffer algorithm?
- NV_vertex_shader versus ARB_vertex_program on NVIDIA cards
- Floating-point buffers, Linux
- nv30 vs. R300 (and future) shading + architecture questions
- Not sure if I will have my ass kick for this but...
- lightmap generation for non UV mapped Quad mesh.
- Help wanted for MSAA and PS 1.1 algo (artifacts)
- Early Z / TBDR and shader ops like texm3x2depth or texdepth
- Does NV25 support signed stencil buffer?
- Tilers and DX10, any inherent difficulty?
- Old tech question... (not 3D Accelerated)
- Good books to learn Graphics Programming
- GCD Presentation
- looking for openGL bezier patch resources/tutorials
- About capturing frame buffer data to file when rendering
- 512 bit precision under Visual C++ 6?
- OpenGL meeting notes
- Maya 5 is getting hardware rendering support
- ATi, Cg and swizzling
- Test a DX8.1 1.1 Vertex Shader?
- Quaternions
- 10 bit per component on R9700 again
- Pixel shader instructions per clock
- Flexible vertex formats
- Getting back into it....
- longs or integers (dwords, words)
- Pixel shader benchmarks
- Why Tests are after Pixel Shader ?
- Developers will do special codepaths for FX cards?
- tile based line of sight algorithim
- Why havent we heard from microsoft?
- Has anyone done a benchmark on 3d Gaming engines lately?
- Rage Fury MAXX query
- How are pixel shaders executed?
- Most prevalent data structure?
- Doom 3 - NVidia colour precision - ARB2 vs NV30
- Perspective divide and viewport transform
- help getting started.
- High precision blending on 128-bit color card
- openGL error
- Porting to DX9 Issues
- pixel shader usage
- texture loading source needed
- Pixel Shader precision and range
- OpenGL meetings notes 2003-06-10
- Looking for DirectX 9 DDK
- pbuffers and glTexSubImage2d
- Sweet! OpenGL 1.5 extensions are out! :)
- PS2.0 and instruction co-issue
- A Different AA Test program
- Occlusion Culling on newer hardware
- Full-scene antialiasing under D3D7
- Soft shadows using stencil volumes
- compiling directx effect files
- C++ and Object Orientated approaches
- * Pixel Shaders 1.0 -> 2.0 - what determines which to use
- Program that can edit pixels with alpha
- Why floating point for coordinates?
- X necessary to use GL under linux?
- Fast texture loading?
- Did anyone try the CG Browser on their ATI Radeon 9X00?
- RenderMonkey v1.0 Build 39
- Vertex Shader Emulator and SSE
- Programming simple (3D-) graphics engine
- OpenGL vs Direct X 9
- OpenGL + GLUT: simple shaded cube in Delphi with fps display
- HLSL Tutorials..
- Why don't benchmarks capture and compare some random frames?
- Need some help with GL_EXTENSIONS
- Doppler Red shift With RGB
- Per Pixel Lighting
- In need of a 3D coder...
- How to force reference Rasterizer and change DX caps?
- Optimal Vertex Cache Size
- Z-issue - question
- AA bugs on HL2 and comparing that to MIP MAPING and HL2
- A proper benchmark
- I've finally made somewhat of a shader (a very basic one)
- Illumination "sticking" to the object?
- Please help! C programming char arrays
- NV30, FP32, and long shaders
- Global variables such as view_position, light0, etc..
- Shadowmapping problem
- Any news of the shader competition results?
- Occlusion culling speed with modern hw ?
- 3d modelling question
- Guru3d - Directx 9.1 will boost NV3x PS2.0 by 60%???
- perturbed UV bump mapping with Cg
- Hit a brick wall with HLSL..
- How to convert VRML file to .x format
- Ati's Ashli viewer/compiler
- about NV/Ati optimisations
- Open GL help with texturing
- Real world example where 24-bits isn't enough for graphics.
- My Stencil Shadow Sample and related problems
- Creating a camera for a raytracer...
- Getting Started Writing 3D Programs
- Managed DirectX
- Alphablend errors on R300 (at least)
- Anyone know does Aquamark 3 run faster on WinXP than Win2000
- Nvidia cards with Dets will not render opengl NURB
- seeking details on perturbed normals mapping
- ATi & nVidia: Differences in Anti-Aliasing?
- ps/vs 2.0 a subset of ps/vs 3.0 and future?
- How Gamma correction works?
- 2 extensions that Ati "support" at least in docume
- Real-time soft shadows project with OpenGL source
- Anyone experienced with Texture management & priorities
- Introduction to 3D Graphics Card Architecture
- Large terrains - how?
- 3D texture of float values in a vertex shader...
- Is there a Quaternion master ?
- What's the DX8 function(s) for NVIDIA compatible screenshots
- What's up everyone, quick question?
- Cubic interpolation and perlin noise
- A not bad realtime GI approximation.
- Sqrt() (Not actually a 3D question)
- DX8 SDK and DX9 Runtime? *Solved*
- What if?
- What's a texture lookup?
- Question about predicates
- Whoa! You guys should try using managed DirectX in C#
- ASHLI viewer doesn't support swizzles???
- 3D model format. [Resolved]
- Nvidia FX Composer 1.0
- wglShareLists - how to share resources between ogl contexts
- opengl and rendering to depth buffer from texture
- Driver Heaven Smart Shader Comp Results are in.
- Line Rasterization and Antialiasing (Not Necessarily 3D)
- bsp viewer
- texture shaders
- NVSDK 7.0 released
- New ARB OpenGL Extension: ARB_fragment_program_shadow
- Oct Trees
- Does/will any s/w demonstrate Shader model 3.0 abilities?
- Next unreal game to use a new physics engine
- Portability Between DirectX and OpenGL and Vice Versa
- T41p and gaming development
- C\C++ Editor like JCreator
- How do they do this ?
- skinning mesh management
- alpha test broken on ati catalist 3.8 + ?
- z-clear performance
- Can GL_POLYGON be fast and efficient?
- Microsoft's Latest Compiler for Free!
- a cubemaps question
- Using GPUs as number crunchers?
- AI improvements?
- Anyone know when the new render monkey will be out.
- Does kyro 2 support D3DPMISCCAPS_TSSARGTEMP ?
- How long before a X800 wrapper (Ruby demo) appears?
- 3D embedded inside of a web page on WinNT using OCX
- Perfect Skin
- Anyone made a wrapper for Nanu and the Nvidia demos?
- Advanced Graphics Algorithms @ DevMaster.net
- SH Lighting,PRT and Key Frame Motion
- ImagineCup rendering contest
- How to make HLSL generate a LRP instruction
- Question on texture Filtering
- My little app to show off effectiveness of mipmap filtering.
- Unreal Engine 3's Shadowing Tech
- conversion between polar cordinate and normal 3D cordinate?
- 3D Terrain generator
- Uber buffers
- Nvidia's latest Programming Guide - Including NV40/6800
- How can you assign a material on a pex pixel basis.
- Probs. with ATI Rendermonkey ...
- Quake 3: Raytraced.
- Eye-space clipping and affine texture mapping
- Color rounding?
- util to examine exe for required DDraw, D3D caps?
- Source Engine Overview
- Microsoft Express Beta IDE for Free!
- Faking dynamic branching - technical discussion
- C++ vs C#
- Text editor for algorithms
- Recovering D3D after task switch.
- ATI's forms of anti aliasing?
- OpenGL book recommendation
- F-buffer on ATI - How to use it?
- 6800 demo's now avaliable
- Pixel Shaders: float & integer colors
- hello first post- igp combo
- aligning pixels to texels
- Torque Game Engine (of Tribes 2) and Torque Shader Engine
- collision detection
- Alpha blending doesn't work with pbuffer, why?
- How to emulate user defined clip plane?
- Collecting informations on film industry
- Extreme performance loss going from int to fp pbuffer
- FFT on gpu problem (56k alert)
- POP QUIZ: Find the bug in the following code... (semi-OT)
- Next cg release?
- Triangles vs quadrangles in games/DOOM3
- HLSL compiler (in Dx9.0c) can't generate dynamic branch op ?
- Cameras in FPSs: how do they work
- Advanced Rasterization
- OpenGL Red Book
- I want to learn to code game physics engines. Any advice?
- Just a few questions about programming....
- OpenGL 2.0