Not logged in, Join Here! or Log In Below:  
 
News Articles Search    
 

 Home / 3D Theory & Graphics / Create a New Thread Account Manager
 
Thread Subject
Messages
Activity
 Blending stages
4

Started by oybl on February 28, 2005, 02:27 PM
Updated March 01, 2005, 04:52 AM

 Ideas on how Reality Engine scene graph function ?
3

Started by furie on February 24, 2005, 08:31 AM
Updated February 28, 2005, 06:10 PM

 Surface fairing
1

Started by Flurry on February 28, 2005, 09:29 AM
Updated February 28, 2005, 09:29 AM

 deproject vertex in pixel shader?
1

Started by lance3d on February 28, 2005, 05:11 AM
Updated February 28, 2005, 05:11 AM

 DX9 - size of textures & sprites ?
9

Started by philh on February 23, 2005, 11:50 AM
Updated February 28, 2005, 05:10 AM

 Octree implementation in DX
5

Started by yuppies on February 15, 2005, 01:49 AM
Updated February 27, 2005, 11:45 AM

 Need suggestions for masked images in Windows.
6

Started by Shawn Swift on February 27, 2005, 04:27 AM
Updated February 27, 2005, 07:33 AM

 On CG Fragment shading
4

Started by BPGPaloDeQueso on February 25, 2005, 10:34 PM
Updated February 26, 2005, 01:23 PM

 z-buffer accuracy
7

Started by Tristan on February 25, 2005, 05:15 AM
Updated February 25, 2005, 04:24 PM

 Direct3D 9 multi-texturing question
5

Started by dave22 on February 25, 2005, 01:07 PM
Updated February 25, 2005, 01:57 PM

 Water/Ground intersection-blending!
1

Started by Scoot on February 25, 2005, 05:55 AM
Updated February 25, 2005, 05:55 AM

 Two-sided lighting in DirectX
22

Started by Venki on February 21, 2005, 07:37 AM
Updated February 24, 2005, 05:21 PM

 Best method to render a background image (newbie) ?
6

Started by philh on February 24, 2005, 07:40 AM
Updated February 24, 2005, 09:34 AM

 Automatic UV Texture coordinates generation
3

Started by killah on February 22, 2005, 01:27 PM
Updated February 23, 2005, 03:57 AM

 For help for alpha mask on DirectShow and VMR9
1

Started by lablejazz on February 22, 2005, 08:52 PM
Updated February 22, 2005, 08:52 PM

 SetVertexDeclaration method useless???????
3

Started by frayed on February 22, 2005, 06:18 AM
Updated February 22, 2005, 05:30 PM

 LWO Format Questions
5

Started by XycsoscyX on February 21, 2005, 07:09 PM
Updated February 22, 2005, 05:09 PM

 GLSL: Loading the same texture into several texture units
4

Started by Russ1 on February 21, 2005, 04:50 PM
Updated February 22, 2005, 01:44 PM

 Real-Time Collision Detection (new book is out)
14

Started by John Schultz on January 04, 2005, 02:15 PM
Updated February 22, 2005, 04:07 AM

 Swapping color channels at render time
4

Started by Kaelan on February 21, 2005, 06:37 PM
Updated February 21, 2005, 08:22 PM

 Direct3D Rendering accuracy.
4

Started by yakul on February 21, 2005, 09:55 AM
Updated February 21, 2005, 04:40 PM

 Cube maps
4

Started by redlagger on February 20, 2005, 02:01 PM
Updated February 21, 2005, 09:08 AM

 2d-point in space defined by 4 points?
4

Started by Rhinoid on February 20, 2005, 03:42 AM
Updated February 21, 2005, 04:29 AM

 frustrum culling - plane issues
8

Started by fab on February 18, 2005, 07:25 AM
Updated February 21, 2005, 03:17 AM

 CSG question
7

Started by IvanM on February 11, 2005, 12:42 PM
Updated February 20, 2005, 10:09 PM

 more on Silhouette's
10

Started by Mikael Rickan on February 19, 2005, 01:22 AM
Updated February 20, 2005, 09:28 AM

 Removing perspective from an image
12

Started by Shawn Swift on February 17, 2005, 01:20 AM
Updated February 19, 2005, 12:05 AM

 HLSL effect file makes texture go black & white
7

Started by MikeMorcilla on February 18, 2005, 12:23 PM
Updated February 18, 2005, 03:27 PM

 Need tips of good 3D render technique
2

Started by d00ape on February 18, 2005, 03:13 AM
Updated February 18, 2005, 02:43 PM

 Silhouette rendering without using edge lists
22

Started by Russ1 on February 14, 2005, 11:56 PM
Updated February 17, 2005, 08:06 PM

First Previous ( Select Page: 5 6 7 8 9 10 11 12 13 ... out of 397 ) Next Last
 
 
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.