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  1. Issues with translucency (blending)
  2. texture baking space
  3. FBO synchronization
  4. Optimize grid rendering for post T&L cache
  5. VBO and error 1282
  6. Do I need to care about seperate function pointers in seperate Contexts in Windows?
  7. Use stencil attachment apart from depth attachment
  8. Should I provide interleaving to end users?
  9. Inputting dynamic data to the VBO's
  10. The point of shadow samplers vs regular samplers
  11. OpenGL: dynamic depth sorting with BSP Tree
  12. Real time volume rendering and editing
  13. Questions about Scope of Mapped Buffer Validity
  14. Show a bitmap video in OpenGL
  15. Using Uniform Buffer Objects (UBO) in Fragment Shaders
  16. Using Shared Memory Extensions with FBO Tetxtures
  17. Linearize the Depth buffer
  18. Txaa ?
  19. glPopAttrib "Invalid draw bindings."
  20. EXT_shader_framebuffer_fetch - On desktop?
  21. Load and display a video stream in openGL
  22. suggest a best way to do transformation of matrices in openGLES2.0?
  23. one mesh, multiple texture
  24. Cascaded shadow mapping - Texture lookup and depth comparison
  25. Separate Shader Objects
  26. Can GL_SHADER_STORAGE_BUFFER be included in a VAO?
  27. When exactly does glBeginQuery set the counter to zero?
  28. Multisampling vs. double-sized FBO
  29. gl_ClipDistance read in fragment shader
  30. Intel OpenGL 4.0 drivers. The mystery of 0xFFFFFFFF
  31. Draw Coordinate system on a video shown in OpenGL
  32. Implement Unity Transform.LookAt function.
  33. Bicubic cubemap filtering
  34. vsync and wglSwapInterval when monitor is in low power mode then woken up
  35. How to create a camera to a 3D (game)
  36. OSX 4.1 Core Profile Draw Issue
  37. some explanations about textures
  38. What is the most flexible rendering technique in OpenGL up to date
  39. Problem rendering Q3 BSP Maps
  40. Code Organization
  41. Need help with x axis movement without using Model or Proj - using glLookAt
  42. NVIDIA Maxwell texturing performance
  43. Frequent GL_OUT_OF_MEMORY errors
  44. Water reflection.
  45. Dual paraboloid shadow mapping confusion
  46. Occlusion query - use simple shaders and geometry or not?
  47. OpenGL sRGB framebuffer oddity
  48. Storing normalized linear depth?
  49. What actually does GL_RASTERIZER_DISCARD
  50. Screen Space Reflection Problem
  51. Preparing data for instanced rendering
  52. Updating GL_ELEMENT_ARRAY_BUFFER causes performance feedback warnings on Intel MESA
  53. Light visibility in fog
  54. How to vary point sizes in array of points data
  55. GlBufferStorage and Fencing / synchronisation
  56. Weighted vertex normals from STL file
  57. Applying rotation/translation to a hierarchy of joints
  58. PN triangle division
  59. Accurate count of samples passed
  60. Load byte* dataArray to openGL
  61. CUDA and OpenGL, asynchronous buffering
  62. How to draw a line stipple with ES 2.0
  63. Mouse Selection custom shape opengl render select
  64. Ambient Occlusion : Problem of comprehension of screen space??
  65. looking for list that contains gl extensions that are now part of core
  66. Fit orthogonal projection matrix around shadow casters (CSM)
  67. Problem with tangent calculation
  68. Bizarre order dependency with directional and projective lighting
  69. Problem with uniforms
  70. deferred stencil lights and the 3d math jazz
  71. Ways around loading libraries like ASSIMP that doesn't support geometric instancing?
  72. 2 Samplers FS fails: Different sampler types for same sample texture unit in fragment
  73. Shadow mapping behaving oddly after driver update
  74. vertex custom attributes
  75. Masking out pixels from a shadowmap. ( sampling shadowmap texture with z > 1.0 )
  76. OpenGL performance - is this about right?
  77. Uniform buffer clobbered on XRandR mode change
  78. Fast way to clip non lit pixels in a lightvolume
  79. Interpolating With Matrices/Quaternions
  80. DGN (Benltey MicroStation) File Format
  81. Is it possible to use multisampling with ARB_framebuffer_no_attachments?
  82. Coordinate System in Cubemaps
  83. Only first texture rendered to framebuffer is shown.
  84. Transform Feedback and Primitive ReStart
  85. Matrices - Strange results
  86. ARtoolkit and openGL
  87. Cascaded Shadow Mapping in OpenGL
  88. Anntenna Radiation Pattern in openGL
  89. Stereoscopic Rendering with OpenGL --- System Setup
  90. An up-to-date description of FXAA?
  91. Game Engine Editor
  92. 3D Skeletal Animation Help
  93. gl_PrimitiveID
  94. video playback
  95. Problem using FrameBuffer for Picking
  96. Wide Lines without Geometry Shader
  97. Near Clipping Plane Line Intersection Point
  98. Problem with uniform buffer array and older AMD hardware
  99. Vertex Shader help
  100. Multi-pass rendering problem
  101. Fail to Read From FrameBuffer
  102. No luck with 3D sparse textures - am I missing something?
  103. Pan Functionality using OpenGL 2.0
  104. OpenGL Batch Rendering
  105. Unwanted Shimmering Effect with 1D Texture on Lines
  106. GL_KHR_debug callback in linux mesa but not with windows blob driver (AMD 7870)
  107. Compute shader : barrier issue?
  108. Clipping planes appear disabled when rendering shadows on iOS?
  109. Snake 3D - Problems with the redesign of the body
  110. How to draw around other polygons
  111. Drawing textures from an SDL_Surface: BMP image > Surface > Texture > Quad
  112. Rendering Image Texture to the Screen (Program closes unexpectedly after 5 seconds)
  113. Problem with Deferred Rendering and FBO's
  114. How to improve the performance of blend mask
  115. Fastest way to reset an atomic counter?
  116. Inheritance + Pre-Transforming Mesh Vertices
  117. How to render glow/aura effects in 3D?
  118. c# UI c++ core Opengl
  119. Omission of GL_DEPTH_TEXTURE_STENCIL_MODE from sampler object state?
  120. CUDA Interop for depth component
  121. Occlusion query, issue
  122. Projection matrix issue (using a coded 4x4)
  123. GL_MULTISAMPLE performance implications against unsupporting rendering targets.
  124. MakeCurrentContext cost
  125. NV_command_list
  126. Very very odd memory texture memory heap usage on OSX
  127. Post T&L cache with modern GPU features
  128. VAO and VBO permutations
  129. Logarithmic depth: Why w + 1?
  130. How to share a texture between multiple shader programs?
  131. OpenGL 3.x VertexTextureFetch, pixel formats
  132. Implementing OpenGL
  133. Uniform equivalent of instanced arrays in 3.3 core?
  134. ASTC on the desktop?
  135. pack more than 4 components into RGBA 32 texture in vertex shader
  136. Geometry shader can't do basic triangle lists? - only strips?
  137. [ARB_direct_state_access] Problems with VAO - Blank Screen
  138. Point Lights producing hard lines through Specular comp?
  139. Trouble passing Uniform Buffer Objects to shader
  140. GLSL Compute Shader - synchronization
  141. cheep/expensive calls?
  142. Compute shader interoperability with GL pipeline
  143. glMemoryBarrier - When to use?
  144. Best Way to Store Texture or Image Information in a File
  145. imageLoad addressing past 1gb boundary
  146. Multiple glViewPort calls making triangles glitch out!?
  147. OpenGL device partitioning or time sharing for two parallel workoads?
  148. How to setup projectionMatrix/worldMatrix for use with inverted float depth buffer?
  149. How to get contour lines on 3D volume
  150. Explicit multisample and shader management
  151. Change stencil value from a fragment shader
  152. Advanced .OBJ loader/viewer
  153. Problem with Multiple window rendering!
  154. Nvidia Memory Corruption
  155. Last chance for glNext predictions!
  156. 3D Sparse Voxelization with ARB_sparse_texture
  157. TexSubImage into a Sparse Texture on Nvidia.
  158. Stereo technique implemented in the 3D vision laptop (for GeForce card)
  159. hole filling
  160. Correct lines visualization.
  161. Multiple vendor GPU selection in Windows
  162. Depth / Stencil as both a FBO attachment and sampler?
  163. Strange problem after using a third party library
  164. vbo update
  165. Vulkan information clearinghouse
  166. Atomic Buffer : strange values
  167. Camera-space Normals from depth texture
  168. Using near and far clipping to display layers of an object
  169. lua & opengl
  170. Layered Cube Map Rendering (on NVIDIA Graphics Cards)
  171. Upgrading, but losing functionality?
  172. Question using glMultiDrawArraysIndirect and indirect buffer
  173. Skinning on the GPU vs the CPU
  174. Is it always good to use Vec3f / Vec4f class defined by yourself?
  175. Loading UDEC3 and DEC3N datatypes using VertexAttribPointer
  176. What's the meaning of the indirect cmd used in glMultiDrawElementsIndirect
  177. Trying shadow mapping, yet everything is dark
  178. Screen space decal blending
  179. openGL multiple textures in fragment shader
  180. Shadow Mapping Urgent Help?
  181. About shader over gl3, why and where?
  182. Talking about VAO+VBO... (>GL3)
  183. OpenGL 2.1 VertexAttribDivisorARB problem
  184. VertexArray and VertexAttribArray, what's different?
  185. Modern opengl. (Flipping a texture)
  186. doubts about opengl context
  187. [AZDO] Did not understand why "map unsychronized" can be bad
  188. VertexBufferOBJTS Questions
  189. GBuffer (color texture) with NORMAL and SPECULAR: Update only alpha
  190. Particles move toward a weird direction
  191. Synchronization of compute shader and CPU commends
  192. DSA requires binding?!
  193. How to handle the birth and death of particle without reading from the buffer
  194. Constant buffer data only partially available in #version 440
  195. vbo and fbo
  196. Normals, Vertices, Indices, and Shaders
  197. glMultiDrawElementsIndirect() problems
  198. vbo and glBindBuffer crash
  199. OpenGL Moving Character
  200. SSBO specs
  201. Clipping a sphere
  202. How to query sample count of RBO
  203. alpha to coverage
  204. Problems rendering shadows with deferred shading
  205. All or nothing point rendering
  206. Equation of a plane at an altitude h from earth's surface
  207. Ray casting with a fixed camera toward a rotated model
  208. ray casting and calculate depth value
  209. Duplicate a Framebuffer including all attachments + specifics
  210. i have problem with moving spheres at the same time on screen
  211. Adding Depth Data from RGB-D Sensor to the z-buffer of OpenGL for Occlusion in AR
  212. Working with shaders using lookup data
  213. Use the Program or bind the FrameBuffer first?
  214. Line Antializing
  215. panorama/multiview camera setup problem
  216. NSight not showing all the buffers bound!
  217. Is it possible to automatically combine several shaders together?
  218. Need help normal mapping a cube-mapped sphere
  219. Using glReadBuffer with GL_RG32I buffer
  220. Drawing water over terrain
  221. Element batching from vertex position data
  222. GLSL textureLod(): proper values for the lod parameter?
  223. glTexturePageCommittment segfaults with mip level that isn't a multiple of tilesize.
  224. 4 samples instead of 16, Bilinear filter.
  225. why the model is shown incomplete?
  226. OpenGL 1.1 (GDI Generic) on Windows Server 2012
  227. Android 5.1.1 Nexus 5 OpenGL issue?
  228. Deferred shading and VSM
  229. Not Instance rendering, still need VertexAttribDivisors
  230. CPU based DXT compression
  231. Unexpected rasterization behavior
  232. HELP - issue with imagetexture and muttable textures
  233. Shadow Mapping. Strange effect
  234. Why use a Uniform Buffer?
  235. Cubemap face orientation: how to
  236. A glitch?
  237. OpenGL float -> normalized integer truncation (need to add 0.5/255 to outgoing data?)
  238. Writing to GL_SRGB8_ALPHA8 texture in a compute shader?
  239. convert four interconnected bezier curves into bezier surface patch
  240. gl_PrimitiveID always 0 in Fragment shader
  241. Uniform Blocks and Uniform Buffers only?
  242. generate triangle strips from three interconnected cubic bezier curves
  243. GLSL Strides
  244. Only glClear(..) color is displayed, nothing else rendered (CUDA/OpenGL interop)
  245. Single Values in Shaders
  246. Reading Ints, Graphics card crashes
  247. Projecting screen space texture onto UVs with GL 4.5
  248. Passing an array of mat4's per instance
  249. Multiple Uniform Bufffers
  250. Ray Cast / Ray Tracing