View Full Version : Advanced Coding

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  1. Rendering Multiline Text with NVPath Extension and Pango
  2. Server / VM opengl rendering
  3. The wierdest GLSL Behavior
  4. Wasteful alpha blending with MRT
  5. Real-time 2D camera lens blur effect achieveable?
  6. Drawing transparent objects on top of deferred shading
  7. Persistent buffer mappings
  8. Multiple glMapbuffer calls
  9. Textures with alpha and linear mapping
  10. Availability of last issued occlusion query imply prior ones are complete?
  11. synchronization issue: reusing float target as texture
  12. Implementing god rays when light source is not visible
  13. Stereo issues with high number of vertices
  14. Can't do simple Shadow Mapping
  15. Return single integer from fragment shader.
  16. Scene manager implementation
  17. Trivial SSBO implementation not working
  18. optimized mipmap generation routines
  19. Render image using texture with opengl es 1.1
  20. How do I draw icons in Core Profile.
  21. multi threaded Persistent mapping
  22. Swap Buffers and Gameloop, vsync
  23. PBO in openGL ES is stalling
  24. Blending bug with uintBitsToFloat
  25. Problem with point light shadows (cubemap shadows)
  26. instancing in opengl 4 and scale matix
  27. Shadow Map Reduce Problem
  28. Q: Space Partitioning Trees.
  29. shadows to go with deferrred lightning for 2d. Ideas?
  30. Different results when rendering to FBO or the Default Framebuffer
  31. 5000 VBOs I have created. Will it be a problem.
  32. blit FBO and swapbuffers
  33. Rendering with transform feedback
  34. Horizontal/Vertical FOV GLM Projection matrix.
  35. Sampler Array Limit with bindless textures?
  36. rendering process optimization
  37. Environment mapping for a flat reflective surface, or for close reflections.. wrong?
  38. What is the best way to achieve this effect (having trouble with stencil buffer)
  39. how would you guys (the gurus) created the tardis? just curious :)
  40. Billboards and geometry shader frustum culling
  41. Strange results when using glColorMaski
  42. MRT: Writing to a render target based on a condition that involves a uniform?
  43. Does OpenGL have limits on GPU usage?
  44. Set a good distance for full view directly with gluLookAt without glScalef
  45. Transforming the lights position
  46. custom light
  47. Shadow Mapping for Directional Light issues
  48. How realistic and precise is OpenGL ??
  49. Interpolating between two skeletal animations
  50. Translate mutliple points without load them all
  51. Camera space shadow mapping clip space issues
  52. glClearNamedFramebufferfi documentation mismatches and errors.
  53. Can't reshape subwindow
  54. Commiting sparse texture's mipmaps
  55. glVertexAttribPointer with separated vertices and texture coordinates vectors
  56. Water effect (reflection + refraction)
  57. Cascaded Shadow Mapping: Projection distortions
  58. Drawing a bezier spline
  59. Strange effect with MSAA + MRT
  60. DuDv Map Coordinates for Water Effect
  61. High performance "line" drawing
  62. Rendering a skybox after drawing post process effects to a screen quad
  63. Unsynchronize SSBO
  64. GLES20 Z-Order for stacked decals on flat surfaces with texture atlas.
  65. Bindless 3D texture with sampler object
  66. OpenGL ES 3 Instance Rendering
  67. Possible shader mess up
  68. Use fragment shader to set olny one color channel instead of 3
  69. checking if GLsync is signalled without calling into the API
  70. Compute Shader MSAA
  71. Render to Texture using FBOs not working
  72. Soft, transparent paint stroke textures not blending like I expect
  73. Unexpected Behavior: PBO atlas texture copy
  74. Render failing when green color is set (might be AMD issue)
  76. Weird problem using multiple shader programs
  77. How to read 1 bit framebuffer into 32bits integers
  78. Faking an accumulation buffer in OpenGL es
  79. Deferred spotlight shadowmapping, weird artifacts.
  80. Showing polygons that are perpendicular to camera (orthographic view)
  81. Program crush when discarding primitives using Geometry Shader.. why?
  82. NVIDIA TXAA and MFAA in OpenGL
  83. Compute shaders not working properly
  84. glSwapBuffer only after even field (interlaced display)
  85. glcolor4f()
  86. OPenGL Flat / Smooth rendering issue
  87. Deferred Rendering + Normal Mapping + SSAO
  88. std140 layout for uniform blocks clarification
  89. Shape Of the light
  90. Tessellation shaders: more control over the actual tessellation?
  91. subdividing a polygon
  92. Real 3D Sphere with bloom effect using frame buffers.
  93. Access Violation problem
  94. Buffer rendering slow on start
  95. Model Loading Returning an Access Violation
  96. Skeletal Animation problem
  97. Copying FBO to window back buffer without using textures?
  98. Skeletal Animation
  99. Framebuffer giving a black screen
  100. Model with Cubemap destroys everything
  101. Skybox not working
  102. coordinates of the vectors that made up shadow
  103. Model will not load with anything else
  104. Performace warning using copy engines and multiple, differing texture sizes
  105. 3D rotation
  106. Problems with FrameBuffer and glDrawBuffers
  107. [Help] How to lay out SSBO data in shader program?
  108. CPU/CPU Level of Detail
  109. AntTweakBar Problem
  110. glDrawBuffers(...) causes OpenGL ES 3.0 code to crash on Android (Galaxy S5)
  111. Nothing drawn to depth buffer
  112. Compact G-Buffer Normals in World-Space
  113. Compact G-Buffer Normals in World-Space
  114. How to draw cuboids by defining offsets correctly?
  115. How to Determination position to calculator ?
  116. Deferred Shadows or Forward Shadows?
  117. Flickering between edges of cuboids right next to each other.
  118. Strange Performance Drop With Skeletal Animation
  119. Problem with lighting & texturing
  120. Issue with using bindless textures in UBOs
  121. glMapBufferRange causes out of memory exception
  122. glGetVertexAttribPointerv usage
  123. How to get real life dimension from model?
  124. VBO crashing with TAOFramework.
  125. 32 bit floating point depth precision on default framebuffer
  126. Special effects Like Spinning Galaxy question about implantation.
  127. Transform Feedback GL 4.1 Core, OS X - Validation Failed
  128. Render to texture with Uint8
  129. Double identical texture rendering issue on same vertices .
  130. MSAA resolve: Blit vs texture fetches in shader
  131. A kind of Hough Transform
  132. Translate and rotate a wired sphere using values from VBO
  133. Vertex and Geometry shader coordinate scaling problem
  134. geometric LOD generation algorithm
  135. problem while calculating NDC of a square
  136. Transform feedback problem
  138. Using GLSLang Validator
  139. OpenGL Compute vs OpenCL Performance
  140. Texture Reduction MAX MIP Mapping
  141. calling native opengl methode from android
  142. Texture Seams problems
  143. Variance shadow mapping: artifacts when using filtered shadow map
  144. Bindless Texture Modify Parameter after GetTextureHandle Broken(?)
  145. GPU Cull and LOD Performance
  146. Unable to get a working orthographic projection
  147. A little misunderstanding on the wiki
  148. Variance shadow mapping with Gaussian blur
  149. Is this too much data for one buffer object?
  150. in-shader synchronization
  151. How is depth stored?
  152. Opengl Es 3.0 vertex Feedback, Pixel gathering
  153. Safe to detach/delete shaders for a program while waiting for compile/link?
  154. Problem about clipping mesh with gl_ClipDistance
  155. Opengl es 3.0 integer performance
  156. Global Illumination Question? :D
  157. Mouse handler events
  158. Convolution of 4 corners of a texel using hardware Bilinear filtering
  159. Reverse Depth Buffer and gl_FragDepth
  160. Android opengl off-screen rendering output flipped
  161. How to access corners of a texel
  162. Point Light Shadows
  163. Attaching Grayscale Image to FrameBuffer object in OpenGL ES
  164. gl_FragDepth and writing to an FBO with only depth texture attachment
  165. Linear interpolation of depth value between front and back face depth values
  166. What is the protocol here for questions about speed?
  167. [OSX] using VAO in core profile with Qt
  168. Convert GL_TRIANGLE_STRIP data to GL_POINTS
  169. Looking for programmers who want to participate in my project
  170. Does MSAA rasterization produce same fragments as with no MSAA?
  171. Issue with glDrawBuffers when setting one of the entries to GL_NONE
  172. Why won't a simple tri-quad render with NV Token Buffers?
  174. Mac OS X use glBufferStorage
  175. OpenGL Paid Work
  176. How to capture a opengl window at background on windows?
  177. Useful things to querry about at init
  178. OpenGL open implementaion
  179. Accessing integer textures from GLSL
  180. I am having trouble using glGetTexImage with a depth texture of an FBO. (OGL 4.2)
  181. Forum behaving oddly recently
  182. Drawing an incremental off-screen buffer -- seeing double
  183. Cascaded Shadow Maps Problem
  184. testing nv command list
  185. Terrain rendering techniques
  186. Mesh does not get drawn after switching to core profile
  187. Stencil Test Useless and slower
  188. OpenGL4.5 Blit Sync
  189. Command Lists & Framebuffer
  190. Cuda/OpenGL FBO/PBO and write to screen
  191. Weird Terrain Depth Issue with new OpenGL Versions
  192. How to render tiles are in the orthographic view only?
  193. Passing in many lights without using up uniforms? Maybe in a texture?
  194. Rotating an Object on Key Press and following camera
  195. OpenGL Depth Buffer with transparency
  196. Geometry Shader pass through
  197. Poor glMultiDrawElementsIndirect Performance
  198. Tetrahedral meshes and volumetric textures
  199. Ensuring memory synchronization across invocations in the same dispatch
  200. Concerning glEndTransformFeedback() performance
  201. The use of spherical harmonics
  202. Multisample Framebuffer resolved with glBlitFrameBuffer
  203. glfw callback custom parameter
  204. Framebuffer problems
  205. FBO Texture is black
  206. OpenGl ES VShader analysis
  207. Precision loss when storing linearized depth value in 32 bit color texture?
  208. eglclientwaitsync waits for long time inconsistently
  209. Uploading all texture MIPs in one call
  210. Perf problems subloading to large texture array
  211. glTexParameter: glActiveTexture vs glBindTexture
  212. Sharing textures between processes (linux)
  213. segfault after glGetTexImage
  214. Wrong mipmap level when texture coordinates are discontinuous
  215. A (New?) Fast Technique for Rendering 3D Laserbolts That Look Good From All Angles
  216. OpenGL using Java
  217. Self shadowing issues
  218. glFinish stall when using a lot of texture memory (caused by driver freeing up mem?)
  219. Multi Texturing 4.5
  220. New/modern OpenGL shading/shadowing algorithms...
  221. How many shaders ?
  222. Indexed Draws with Model information from Cal3d
  223. Varying not working with NV_Command_List Extension
  224. 2D text with Freetype not appearing in 3D application
  225. OpenGL Compute modify GL_BACK
  226. Explicit bindings ignored
  227. A replacement for Vertex Attributes
  228. ARB_parallel_shader_compile
  229. Rendering to a 3D texture
  230. OpenGL with descriptors?
  231. shapes and opengl
  232. Updating legacy GLSL shaders to modern GLSL
  233. XOR logical operation not working on Intel HD4000
  234. opengl 4.3 opencl interop small engine
  235. MSAA: Does each of the n samples of a fragment store the pixel color value?
  236. instancing with geometry shader
  237. Update on the issue many small shaders vs few big ones? Passing uniforms?
  238. Dual Paraboloid Shadow Mapping
  240. Implementing PCSS
  241. Using many FBOs
  242. Enabling/Disabling Writes to Color Attachments at Runtime
  243. Weird problem accessing VBO from shared context.
  244. glFramebufferTexture Vs glFramebufferTexture2D for CUBE_MAP
  245. Compute Shader issue with calls to imageLoad() and subsequent ImageStore()
  246. glBindImageTexture with GL_TEXTURE_2D_ARRAY
  247. The case for OpenGL - are OpenGL ES and its derivatives still necessary today?
  248. Flipping ATI2/3DC/BC5/RGTC/LATC DXT blocks
  249. OpenGL or Vulkan?..
  250. Bindless Textures and sampler2DShadow