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nkint
  • Member for 12 years, 11 months
  • Last seen more than a month ago
8 votes
3 answers
25k views

best way to compute vertex normals from a Triangle's list

15 votes
3 answers
22k views

When to use a vertex array and when to use a VBO?

10 votes
2 answers
10k views

OpenGL get the outline of multiple overlapping objects

2 votes
2 answers
7k views

from normal to rotation matrix

3 votes
3 answers
7k views

Replace glTranslatef and glRotatef with matrixes

5 votes
1 answer
5k views

Morph a sphere to a cube and a cube to a sphere with GLSL

1 vote
2 answers
4k views

why specular light is not running?

2 votes
1 answer
4k views

OpenGL FBO, render off screen and texture

0 votes
2 answers
3k views

ray polygon intersection

3 votes
2 answers
2k views

blending alpha textures in gluOrtho2D

0 votes
1 answer
2k views

switching from third person view to first person view

7 votes
1 answer
2k views

Calculate gears rotation for a realtime simulation

3 votes
1 answer
2k views

The most efficent ways for drawing lines all day long with OpenGL

0 votes
1 answer
1k views

Normal Matrix in plain English

0 votes
2 answers
1k views

Lighting with VBO

1 vote
2 answers
1k views

[JOGL] My program is too slow, how can I profile with Eclipse?

0 votes
1 answer
528 views

WebGL - two different approaches to Point Light: what is the difference?

1 vote
1 answer
468 views

Frenet frame and application

2 votes
2 answers
353 views

Understanding HingeConstraint in jBullet

1 vote
3 answers
342 views

exact point on a rotating sphere

0 votes
2 answers
234 views

vertex array with smoothness

-1 votes
1 answer
216 views

Kinect: interaction pattern [closed]

0 votes
1 answer
182 views

Fixed joints in 3D

3 votes
1 answer
179 views

Super formula on shader

1 vote
0 answers
174 views

Particle trajectory smoothing: where to do the simulation?

0 votes
1 answer
102 views

Are there any math limitations on the near plane in a perspective matrix?

0 votes
0 answers
91 views

Fat geometry shader

0 votes
1 answer
67 views

Align two meshes given 2 faces