View Full Version : Advanced Coding

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  1. Ray Cast / Ray Tracing
  2. Rendering Multiline Text with NVPath Extension and Pango
  3. Server / VM opengl rendering
  4. The wierdest GLSL Behavior
  5. Wasteful alpha blending with MRT
  6. Real-time 2D camera lens blur effect achieveable?
  7. Drawing transparent objects on top of deferred shading
  8. Persistent buffer mappings
  9. Multiple glMapbuffer calls
  10. Textures with alpha and linear mapping
  11. Availability of last issued occlusion query imply prior ones are complete?
  12. synchronization issue: reusing float target as texture
  13. Implementing god rays when light source is not visible
  14. Stereo issues with high number of vertices
  15. Can't do simple Shadow Mapping
  16. Return single integer from fragment shader.
  17. Scene manager implementation
  18. Trivial SSBO implementation not working
  19. optimized mipmap generation routines
  20. Render image using texture with opengl es 1.1
  21. How do I draw icons in Core Profile.
  22. multi threaded Persistent mapping
  23. Swap Buffers and Gameloop, vsync
  24. PBO in openGL ES is stalling
  25. Blending bug with uintBitsToFloat
  26. Problem with point light shadows (cubemap shadows)
  27. instancing in opengl 4 and scale matix
  28. Shadow Map Reduce Problem
  29. Q: Space Partitioning Trees.
  30. shadows to go with deferrred lightning for 2d. Ideas?
  31. Different results when rendering to FBO or the Default Framebuffer
  32. 5000 VBOs I have created. Will it be a problem.
  33. blit FBO and swapbuffers
  34. Rendering with transform feedback
  35. Horizontal/Vertical FOV GLM Projection matrix.
  36. Sampler Array Limit with bindless textures?
  37. rendering process optimization
  38. Environment mapping for a flat reflective surface, or for close reflections.. wrong?
  39. What is the best way to achieve this effect (having trouble with stencil buffer)
  40. how would you guys (the gurus) created the tardis? just curious :)
  41. Billboards and geometry shader frustum culling
  42. Strange results when using glColorMaski
  43. MRT: Writing to a render target based on a condition that involves a uniform?
  44. Does OpenGL have limits on GPU usage?
  45. Set a good distance for full view directly with gluLookAt without glScalef
  46. Transforming the lights position
  47. custom light
  48. Shadow Mapping for Directional Light issues
  49. How realistic and precise is OpenGL ??
  50. Interpolating between two skeletal animations
  51. Translate mutliple points without load them all
  52. Camera space shadow mapping clip space issues
  53. glClearNamedFramebufferfi documentation mismatches and errors.
  54. Can't reshape subwindow
  55. Commiting sparse texture's mipmaps
  56. glVertexAttribPointer with separated vertices and texture coordinates vectors
  57. Water effect (reflection + refraction)
  58. Cascaded Shadow Mapping: Projection distortions
  59. Drawing a bezier spline
  60. Strange effect with MSAA + MRT
  61. DuDv Map Coordinates for Water Effect
  62. High performance "line" drawing
  63. Rendering a skybox after drawing post process effects to a screen quad
  64. Unsynchronize SSBO
  65. GLES20 Z-Order for stacked decals on flat surfaces with texture atlas.
  66. Bindless 3D texture with sampler object
  67. OpenGL ES 3 Instance Rendering
  68. Possible shader mess up
  69. Use fragment shader to set olny one color channel instead of 3
  70. checking if GLsync is signalled without calling into the API
  71. Compute Shader MSAA
  72. Render to Texture using FBOs not working
  73. Soft, transparent paint stroke textures not blending like I expect
  74. Unexpected Behavior: PBO atlas texture copy
  75. Render failing when green color is set (might be AMD issue)
  77. Weird problem using multiple shader programs
  78. How to read 1 bit framebuffer into 32bits integers
  79. Faking an accumulation buffer in OpenGL es
  80. Deferred spotlight shadowmapping, weird artifacts.
  81. Showing polygons that are perpendicular to camera (orthographic view)
  82. Program crush when discarding primitives using Geometry Shader.. why?
  83. NVIDIA TXAA and MFAA in OpenGL
  84. Compute shaders not working properly
  85. glSwapBuffer only after even field (interlaced display)
  86. glcolor4f()
  87. OPenGL Flat / Smooth rendering issue
  88. Deferred Rendering + Normal Mapping + SSAO
  89. std140 layout for uniform blocks clarification
  90. Shape Of the light
  91. Tessellation shaders: more control over the actual tessellation?
  92. subdividing a polygon
  93. Real 3D Sphere with bloom effect using frame buffers.
  94. Access Violation problem
  95. Buffer rendering slow on start
  96. Model Loading Returning an Access Violation
  97. Skeletal Animation problem
  98. Copying FBO to window back buffer without using textures?
  99. Skeletal Animation
  100. Framebuffer giving a black screen
  101. Model with Cubemap destroys everything
  102. Skybox not working
  103. coordinates of the vectors that made up shadow
  104. Model will not load with anything else
  105. Performace warning using copy engines and multiple, differing texture sizes
  106. 3D rotation
  107. Problems with FrameBuffer and glDrawBuffers
  108. [Help] How to lay out SSBO data in shader program?
  109. CPU/CPU Level of Detail
  110. AntTweakBar Problem
  111. glDrawBuffers(...) causes OpenGL ES 3.0 code to crash on Android (Galaxy S5)
  112. Nothing drawn to depth buffer
  113. Compact G-Buffer Normals in World-Space
  114. Compact G-Buffer Normals in World-Space
  115. How to draw cuboids by defining offsets correctly?
  116. How to Determination position to calculator ?
  117. Deferred Shadows or Forward Shadows?
  118. Flickering between edges of cuboids right next to each other.
  119. Strange Performance Drop With Skeletal Animation
  120. Problem with lighting & texturing
  121. Issue with using bindless textures in UBOs
  122. glMapBufferRange causes out of memory exception
  123. glGetVertexAttribPointerv usage
  124. How to get real life dimension from model?
  125. VBO crashing with TAOFramework.
  126. 32 bit floating point depth precision on default framebuffer
  127. Special effects Like Spinning Galaxy question about implantation.
  128. Transform Feedback GL 4.1 Core, OS X - Validation Failed
  129. Render to texture with Uint8
  130. Double identical texture rendering issue on same vertices .
  131. MSAA resolve: Blit vs texture fetches in shader
  132. A kind of Hough Transform
  133. Translate and rotate a wired sphere using values from VBO
  134. Vertex and Geometry shader coordinate scaling problem
  135. geometric LOD generation algorithm
  136. problem while calculating NDC of a square
  137. Transform feedback problem
  139. Using GLSLang Validator
  140. OpenGL Compute vs OpenCL Performance
  141. Texture Reduction MAX MIP Mapping
  142. calling native opengl methode from android
  143. Texture Seams problems
  144. Variance shadow mapping: artifacts when using filtered shadow map
  145. Bindless Texture Modify Parameter after GetTextureHandle Broken(?)
  146. GPU Cull and LOD Performance
  147. Unable to get a working orthographic projection
  148. A little misunderstanding on the wiki
  149. Variance shadow mapping with Gaussian blur
  150. Is this too much data for one buffer object?
  151. in-shader synchronization
  152. How is depth stored?
  153. Opengl Es 3.0 vertex Feedback, Pixel gathering
  154. Safe to detach/delete shaders for a program while waiting for compile/link?
  155. Problem about clipping mesh with gl_ClipDistance
  156. Opengl es 3.0 integer performance
  157. Global Illumination Question? :D
  158. Mouse handler events
  159. Convolution of 4 corners of a texel using hardware Bilinear filtering
  160. Reverse Depth Buffer and gl_FragDepth
  161. Android opengl off-screen rendering output flipped
  162. How to access corners of a texel
  163. Point Light Shadows
  164. Attaching Grayscale Image to FrameBuffer object in OpenGL ES
  165. gl_FragDepth and writing to an FBO with only depth texture attachment
  166. Linear interpolation of depth value between front and back face depth values
  167. What is the protocol here for questions about speed?
  168. [OSX] using VAO in core profile with Qt
  169. Convert GL_TRIANGLE_STRIP data to GL_POINTS
  170. Looking for programmers who want to participate in my project
  171. Does MSAA rasterization produce same fragments as with no MSAA?
  172. Issue with glDrawBuffers when setting one of the entries to GL_NONE
  173. Why won't a simple tri-quad render with NV Token Buffers?
  175. Mac OS X use glBufferStorage
  176. OpenGL Paid Work
  177. How to capture a opengl window at background on windows?
  178. Useful things to querry about at init
  179. OpenGL open implementaion
  180. Accessing integer textures from GLSL
  181. I am having trouble using glGetTexImage with a depth texture of an FBO. (OGL 4.2)
  182. Forum behaving oddly recently
  183. Drawing an incremental off-screen buffer -- seeing double
  184. Cascaded Shadow Maps Problem
  185. testing nv command list
  186. Terrain rendering techniques
  187. Mesh does not get drawn after switching to core profile
  188. Stencil Test Useless and slower
  189. OpenGL4.5 Blit Sync
  190. Command Lists & Framebuffer
  191. Cuda/OpenGL FBO/PBO and write to screen
  192. Weird Terrain Depth Issue with new OpenGL Versions
  193. How to render tiles are in the orthographic view only?
  194. Passing in many lights without using up uniforms? Maybe in a texture?
  195. Rotating an Object on Key Press and following camera
  196. OpenGL Depth Buffer with transparency
  197. Geometry Shader pass through
  198. Poor glMultiDrawElementsIndirect Performance
  199. Tetrahedral meshes and volumetric textures
  200. Ensuring memory synchronization across invocations in the same dispatch
  201. Concerning glEndTransformFeedback() performance
  202. The use of spherical harmonics
  203. Multisample Framebuffer resolved with glBlitFrameBuffer
  204. glfw callback custom parameter
  205. Framebuffer problems
  206. FBO Texture is black
  207. OpenGl ES VShader analysis
  208. Precision loss when storing linearized depth value in 32 bit color texture?
  209. eglclientwaitsync waits for long time inconsistently
  210. Uploading all texture MIPs in one call
  211. Perf problems subloading to large texture array
  212. glTexParameter: glActiveTexture vs glBindTexture
  213. Sharing textures between processes (linux)
  214. segfault after glGetTexImage
  215. Wrong mipmap level when texture coordinates are discontinuous
  216. A (New?) Fast Technique for Rendering 3D Laserbolts That Look Good From All Angles
  217. OpenGL using Java
  218. Self shadowing issues
  219. glFinish stall when using a lot of texture memory (caused by driver freeing up mem?)
  220. Multi Texturing 4.5
  221. New/modern OpenGL shading/shadowing algorithms...
  222. How many shaders ?
  223. Indexed Draws with Model information from Cal3d
  224. Varying not working with NV_Command_List Extension
  225. 2D text with Freetype not appearing in 3D application
  226. OpenGL Compute modify GL_BACK
  227. Explicit bindings ignored
  228. A replacement for Vertex Attributes
  229. ARB_parallel_shader_compile
  230. Rendering to a 3D texture
  231. OpenGL with descriptors?
  232. shapes and opengl
  233. Updating legacy GLSL shaders to modern GLSL
  234. XOR logical operation not working on Intel HD4000
  235. opengl 4.3 opencl interop small engine
  236. MSAA: Does each of the n samples of a fragment store the pixel color value?
  237. instancing with geometry shader
  238. Update on the issue many small shaders vs few big ones? Passing uniforms?
  239. Dual Paraboloid Shadow Mapping
  241. Implementing PCSS
  242. Using many FBOs
  243. Enabling/Disabling Writes to Color Attachments at Runtime
  244. Weird problem accessing VBO from shared context.
  245. glFramebufferTexture Vs glFramebufferTexture2D for CUBE_MAP
  246. Compute Shader issue with calls to imageLoad() and subsequent ImageStore()
  247. glBindImageTexture with GL_TEXTURE_2D_ARRAY
  248. The case for OpenGL - are OpenGL ES and its derivatives still necessary today?
  249. Flipping ATI2/3DC/BC5/RGTC/LATC DXT blocks
  250. OpenGL or Vulkan?..