| Graphics: OpenGL  
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Migration to OpenGL ES 2.0 | 
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Porting Code between Direct3D9 and OpenGL 2.0 | 
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Optimizing your first OpenGL ES Applications | 
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Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0 | 
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Implementing Graphical Benchmark in OpenGL ES 2.0 | 
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Shadow Techniques for OpenGL ES 2.0 | 
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OpenGL ES 2.0: Shaders for Mobile Devices | 
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Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0 | 
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OpenGL ES 2.0 Performance Recommendations for Mobile Devices | 
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Cartoon Fire Effects Using OpenGL ES 2.0 | 
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High Dynamic Range Rendering Using OpenGL Frame Buffer Objects | 
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OpenGL Performance Tuning: OpenGL Performance in a Shader-Centric World | 
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The OpenGL Framebuffer Object Extension | 
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Image Processing Tricks in OpenGL | 
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OpenGL 2.0 and New Extensions | 
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Programming for SLI in OpenGL | 
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The OpenGL Shading Language | 
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OpenGL Performance Tuning | 
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New RenderMonkey features for DirectX and OpenGL Shader Development | 
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The OpenGL Shading Language on NVIDIA Hardware (GDC2004 OpenGL Tutorial) | 
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OpenGL 2.0 Update (GDC2004 OpenGL Tutorial) | 
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New NVIDIA OpenGL Extensions (GDC2004 OpenGL Tutorial) | 
 Abstract: There are a number of functions available for submitting and rendering vertices in OpenGL, which range from the simple immediate mode functions to more complicated multiple vertex functions and vendor-specific extensions. However, teh performance can vary greatly depending on the functionality used. This article provides insight into the tradeoffs of various techniques.| 
Optimizing Vertex Submission for OpenGL | 
  
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