View Full Version : OpenGL coding: advanced

Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 [70] 71

  1. Multiple Uniform Bufffers
  2. Ray Cast / Ray Tracing
  3. Rendering Multiline Text with NVPath Extension and Pango
  4. Server / VM opengl rendering
  5. The wierdest GLSL Behavior
  6. Wasteful alpha blending with MRT
  7. Real-time 2D camera lens blur effect achieveable?
  8. Drawing transparent objects on top of deferred shading
  9. Persistent buffer mappings
  10. Multiple glMapbuffer calls
  11. Textures with alpha and linear mapping
  12. Availability of last issued occlusion query imply prior ones are complete?
  13. synchronization issue: reusing float target as texture
  14. Implementing god rays when light source is not visible
  15. Stereo issues with high number of vertices
  16. Can't do simple Shadow Mapping
  17. Return single integer from fragment shader.
  18. Scene manager implementation
  19. Trivial SSBO implementation not working
  20. optimized mipmap generation routines
  21. Render image using texture with opengl es 1.1
  22. How do I draw icons in Core Profile.
  23. multi threaded Persistent mapping
  24. Swap Buffers and Gameloop, vsync
  25. PBO in openGL ES is stalling
  26. Blending bug with uintBitsToFloat
  27. Problem with point light shadows (cubemap shadows)
  28. instancing in opengl 4 and scale matix
  29. Shadow Map Reduce Problem
  30. Q: Space Partitioning Trees.
  31. shadows to go with deferrred lightning for 2d. Ideas?
  32. Different results when rendering to FBO or the Default Framebuffer
  33. 5000 VBOs I have created. Will it be a problem.
  34. blit FBO and swapbuffers
  35. Rendering with transform feedback
  36. Horizontal/Vertical FOV GLM Projection matrix.
  37. Sampler Array Limit with bindless textures?
  38. rendering process optimization
  39. Environment mapping for a flat reflective surface, or for close reflections.. wrong?
  40. What is the best way to achieve this effect (having trouble with stencil buffer)
  41. how would you guys (the gurus) created the tardis? just curious :)
  42. Billboards and geometry shader frustum culling
  43. Strange results when using glColorMaski
  44. MRT: Writing to a render target based on a condition that involves a uniform?
  45. Does OpenGL have limits on GPU usage?
  46. Set a good distance for full view directly with gluLookAt without glScalef
  47. Transforming the lights position
  48. custom light
  49. Shadow Mapping for Directional Light issues
  50. How realistic and precise is OpenGL ??
  51. Interpolating between two skeletal animations
  52. Translate mutliple points without load them all
  53. Camera space shadow mapping clip space issues
  54. glClearNamedFramebufferfi documentation mismatches and errors.
  55. Can't reshape subwindow
  56. Commiting sparse texture's mipmaps
  57. glVertexAttribPointer with separated vertices and texture coordinates vectors
  58. Water effect (reflection + refraction)
  59. Cascaded Shadow Mapping: Projection distortions
  60. Drawing a bezier spline
  61. Strange effect with MSAA + MRT
  62. DuDv Map Coordinates for Water Effect
  63. High performance "line" drawing
  64. Rendering a skybox after drawing post process effects to a screen quad
  65. Unsynchronize SSBO
  66. GLES20 Z-Order for stacked decals on flat surfaces with texture atlas.
  67. Bindless 3D texture with sampler object
  68. OpenGL ES 3 Instance Rendering
  69. Possible shader mess up
  70. Use fragment shader to set olny one color channel instead of 3
  71. checking if GLsync is signalled without calling into the API
  72. Compute Shader MSAA
  73. Render to Texture using FBOs not working
  74. Soft, transparent paint stroke textures not blending like I expect
  75. Unexpected Behavior: PBO atlas texture copy
  76. Render failing when green color is set (might be AMD issue)
  78. Weird problem using multiple shader programs
  79. How to read 1 bit framebuffer into 32bits integers
  80. Faking an accumulation buffer in OpenGL es
  81. Deferred spotlight shadowmapping, weird artifacts.
  82. Showing polygons that are perpendicular to camera (orthographic view)
  83. Program crush when discarding primitives using Geometry Shader.. why?
  84. NVIDIA TXAA and MFAA in OpenGL
  85. Compute shaders not working properly
  86. glSwapBuffer only after even field (interlaced display)
  87. glcolor4f()
  88. OPenGL Flat / Smooth rendering issue
  89. Deferred Rendering + Normal Mapping + SSAO
  90. std140 layout for uniform blocks clarification
  91. Shape Of the light
  92. Tessellation shaders: more control over the actual tessellation?
  93. subdividing a polygon
  94. Real 3D Sphere with bloom effect using frame buffers.
  95. Access Violation problem
  96. Buffer rendering slow on start
  97. Model Loading Returning an Access Violation
  98. Skeletal Animation problem
  99. Copying FBO to window back buffer without using textures?
  100. Skeletal Animation
  101. Framebuffer giving a black screen
  102. Model with Cubemap destroys everything
  103. Skybox not working
  104. coordinates of the vectors that made up shadow
  105. Model will not load with anything else
  106. Performace warning using copy engines and multiple, differing texture sizes
  107. 3D rotation
  108. Problems with FrameBuffer and glDrawBuffers
  109. [Help] How to lay out SSBO data in shader program?
  110. CPU/CPU Level of Detail
  111. AntTweakBar Problem
  112. glDrawBuffers(...) causes OpenGL ES 3.0 code to crash on Android (Galaxy S5)
  113. Nothing drawn to depth buffer
  114. Compact G-Buffer Normals in World-Space
  115. Compact G-Buffer Normals in World-Space
  116. How to draw cuboids by defining offsets correctly?
  117. How to Determination position to calculator ?
  118. Deferred Shadows or Forward Shadows?
  119. Flickering between edges of cuboids right next to each other.
  120. Strange Performance Drop With Skeletal Animation
  121. Problem with lighting & texturing
  122. Issue with using bindless textures in UBOs
  123. glMapBufferRange causes out of memory exception
  124. glGetVertexAttribPointerv usage
  125. How to get real life dimension from model?
  126. VBO crashing with TAOFramework.
  127. 32 bit floating point depth precision on default framebuffer
  128. Special effects Like Spinning Galaxy question about implantation.
  129. Transform Feedback GL 4.1 Core, OS X - Validation Failed
  130. Render to texture with Uint8
  131. Double identical texture rendering issue on same vertices .
  132. MSAA resolve: Blit vs texture fetches in shader
  133. A kind of Hough Transform
  134. Translate and rotate a wired sphere using values from VBO
  135. Vertex and Geometry shader coordinate scaling problem
  136. geometric LOD generation algorithm
  137. problem while calculating NDC of a square
  138. Transform feedback problem
  140. Using GLSLang Validator
  141. OpenGL Compute vs OpenCL Performance
  142. Drawing cubes properly; OpenGL c++ freeglut (windows)
  143. Texture Reduction MAX MIP Mapping
  144. calling native opengl methode from android
  145. Texture Seams problems
  146. Variance shadow mapping: artifacts when using filtered shadow map
  147. Bindless Texture Modify Parameter after GetTextureHandle Broken(?)
  148. GPU Cull and LOD Performance
  149. Unable to get a working orthographic projection
  150. A little misunderstanding on the wiki
  151. Variance shadow mapping with Gaussian blur
  152. Is this too much data for one buffer object?
  153. in-shader synchronization
  154. How is depth stored?
  155. Opengl Es 3.0 vertex Feedback, Pixel gathering
  156. Safe to detach/delete shaders for a program while waiting for compile/link?
  157. Problem about clipping mesh with gl_ClipDistance
  158. Opengl es 3.0 integer performance
  159. Global Illumination Question? :D
  160. Mouse handler events
  161. Convolution of 4 corners of a texel using hardware Bilinear filtering
  162. Reverse Depth Buffer and gl_FragDepth
  163. Android opengl off-screen rendering output flipped
  164. How to access corners of a texel
  165. Point Light Shadows
  166. Attaching Grayscale Image to FrameBuffer object in OpenGL ES
  167. gl_FragDepth and writing to an FBO with only depth texture attachment
  168. Linear interpolation of depth value between front and back face depth values
  169. What is the protocol here for questions about speed?
  170. [OSX] using VAO in core profile with Qt
  171. Convert GL_TRIANGLE_STRIP data to GL_POINTS
  172. Looking for programmers who want to participate in my project
  173. Does MSAA rasterization produce same fragments as with no MSAA?
  174. Issue with glDrawBuffers when setting one of the entries to GL_NONE
  175. Why won't a simple tri-quad render with NV Token Buffers?
  177. Mac OS X use glBufferStorage
  178. OpenGL Paid Work
  179. How to capture a opengl window at background on windows?
  180. Useful things to querry about at init
  181. OpenGL open implementaion
  182. Accessing integer textures from GLSL
  183. I am having trouble using glGetTexImage with a depth texture of an FBO. (OGL 4.2)
  184. Forum behaving oddly recently
  185. Drawing an incremental off-screen buffer -- seeing double
  186. Cascaded Shadow Maps Problem
  187. testing nv command list
  188. Terrain rendering techniques
  189. Mesh does not get drawn after switching to core profile
  190. Stencil Test Useless and slower
  191. OpenGL4.5 Blit Sync
  192. Command Lists & Framebuffer
  193. Cuda/OpenGL FBO/PBO and write to screen
  194. Weird Terrain Depth Issue with new OpenGL Versions
  195. How to render tiles are in the orthographic view only?
  196. Passing in many lights without using up uniforms? Maybe in a texture?
  197. Rotating an Object on Key Press and following camera
  198. OpenGL Depth Buffer with transparency
  199. Geometry Shader pass through
  200. Poor glMultiDrawElementsIndirect Performance
  201. Tetrahedral meshes and volumetric textures
  202. Ensuring memory synchronization across invocations in the same dispatch
  203. Concerning glEndTransformFeedback() performance
  204. The use of spherical harmonics
  205. Multisample Framebuffer resolved with glBlitFrameBuffer
  206. glfw callback custom parameter
  207. Framebuffer problems
  208. FBO Texture is black
  209. OpenGl ES VShader analysis
  210. Precision loss when storing linearized depth value in 32 bit color texture?
  211. eglclientwaitsync waits for long time inconsistently
  212. Uploading all texture MIPs in one call
  213. Perf problems subloading to large texture array
  214. glTexParameter: glActiveTexture vs glBindTexture
  215. Sharing textures between processes (linux)
  216. segfault after glGetTexImage
  217. Wrong mipmap level when texture coordinates are discontinuous
  218. A (New?) Fast Technique for Rendering 3D Laserbolts That Look Good From All Angles
  219. OpenGL using Java
  220. Self shadowing issues
  221. glFinish stall when using a lot of texture memory (caused by driver freeing up mem?)
  222. Multi Texturing 4.5
  223. New/modern OpenGL shading/shadowing algorithms...
  224. How many shaders ?
  225. Indexed Draws with Model information from Cal3d
  226. Varying not working with NV_Command_List Extension
  227. 2D text with Freetype not appearing in 3D application
  228. OpenGL Compute modify GL_BACK
  229. Explicit bindings ignored
  230. A replacement for Vertex Attributes
  231. ARB_parallel_shader_compile
  232. Rendering to a 3D texture
  233. OpenGL with descriptors?
  234. shapes and opengl
  235. Updating legacy GLSL shaders to modern GLSL
  236. XOR logical operation not working on Intel HD4000
  237. opengl 4.3 opencl interop small engine
  238. MSAA: Does each of the n samples of a fragment store the pixel color value?
  239. instancing with geometry shader
  240. Update on the issue many small shaders vs few big ones? Passing uniforms?
  241. Dual Paraboloid Shadow Mapping
  243. Implementing PCSS
  244. Using many FBOs
  245. Enabling/Disabling Writes to Color Attachments at Runtime
  246. Weird problem accessing VBO from shared context.
  247. glFramebufferTexture Vs glFramebufferTexture2D for CUBE_MAP
  248. Compute Shader issue with calls to imageLoad() and subsequent ImageStore()
  249. glBindImageTexture with GL_TEXTURE_2D_ARRAY
  250. The case for OpenGL - are OpenGL ES and its derivatives still necessary today?