View Full Version : OpenGL coding: advanced

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  1. OpenGL or Vulkan?..
  2. Bindless Textures and sampler2DShadow
  3. Use instancing to produce several copies of one scene packed in one texture
  4. Retrieving average 32F depth buffer value
  5. Front faces, back faces and edge-on faces
  6. webgl rotate texture on the face of cube around itself
  7. Render to Far Plane (gl_Position.z = 1)
  8. glBlitFramebuffer of GL_DEPTH_STENCIL_ATTACHMENT is not working
  9. Why shouldn't I use Immediate Mode for 2D?
  10. Stencil Buffer after resizing
  11. OpenGL drawing lines using mouse pointer
  12. Problem getting shadow mapping to work correctly
  13. SSBO alignment question
  14. Problem going from 2D texture to 2D texture array
  15. glColor4f fails to set color
  16. How to know a particular vertex location is visible
  17. Projection
  18. Multisampling Sample Positions > 4
  19. Copy Crop of Multisample Texture , alpha to coverage
  20. Memory-eating FBO bug on Intel graphics cards?
  21. Effects of driver-sided program re-linking
  22. How to use a color texture to store a depth map for Variance shadow mapping
  23. How do i give an offset into a persistently mapped Uniform Buffer efficiently?
  24. Uniform buffer objects
  25. How to efficiently work with the GPU with OpenGL?
  26. Register Max count
  27. glDrawElementsInstanced not working, what am I doing wrong?
  28. YUV video data to RGB converstion in Qt
  29. Using Shaders Efficiently
  30. Best method to check if a function is available
  31. Transform Feedback: batch several feedbacks together
  32. multiDrawIndirect drawbacks?
  33. opengl , octrees and vbos
  34. OpenGL ES 3.x Manpage bug: glFramebufferRenderbuffer return type incorrect?
  35. Ray Picking vertices
  36. Vertex attributes - separated components
  37. Shadow mapping, need help with framebuffer
  38. Deferred PBR materials
  39. How to define OpenGL camera movement using MFC OnKeyDown and OnKeyPress..??
  40. Memory leak during shadow mapping pass is driving me insane!
  41. What is Batch Rendering?
  42. Clearing DEPTH_COMPONENT of type UNSIGNED_SHORT in gles2 using OES_depth_texture
  43. glGetTexImage yields slanted image with wrong content (no GL_(UN)PACK_ALIGNMENT!)
  44. Very odd problem with Reflection vector
  45. Minor OpenGL ES 3.2 spec bug/question re: glDispatchCompute
  46. Odd reflection problem occurs yet again!
  47. Discontinuous ray casting through 3D texture
  48. Re-create FBO (frame buffer object) each frame
  49. glMapBuffer(...) returns null pointer if another application occupied first 32G ram
  50. OpenGL Voxel Engine chunks won't render
  51. Pixel-based effects and screen DPI dependency
  52. Optimal Texture Transfer Formats and GL_BGRA
  53. REV external formats
  54. is this GPU hang?
  55. Calculating Normals analytically (Jacobian Matrix?)
  56. Removing hidden edges
  57. Using Shader Buffer Objects with Double or Triple Buffering
  58. Using bitfieldInsert() to pack flags into G-Buffer
  59. Questions about Deferred shading and its implications for shadows and lighting
  60. how to conditional render different mesh LODs
  61. imageStore on RGB formats
  62. Understanding of GL_CLAMP_TO_*
  63. Separated Shader Objects : not declared in input from next stage.
  64. Would it be acceptable to use texture as a blob of data for armature transformation?
  65. Mesh simplification & decimation algorithms
  66. Compound shadows
  67. VentureReality Engine v0.1 alpha preview.
  68. Vertex shader in program 2 is being recompiled based on GL state
  69. Wicked GLsync? or I am expecting TOO much?
  70. ARB_bindless_texture on AMD 7970
  71. how to render the edges smoother?
  72. How to store a texture in memory and render a small portion of it
  73. Manual glGenerateMipMap generation in C++
  74. Mouse picking with OpenGL
  75. Depth buffer doesnt work when using Multisampled Antialiasing
  76. OpenGL UBO performance issue XOR fence sync problem
  77. Approach to fill a line_strip in openGL
  78. Attempting to convert code from Fixed Function Pipeline to Programmable
  79. VAO, IBO, VBO, vertex-attributes, uniform variables, program objects --- how workie?
  80. Trouble with Gerstner Waves Normals
  81. Black screen on embedded board
  82. Per-sample operation performance problem for deferred shading with MSAA
  83. Framebuffer outputs black on resize
  84. glViewPort and Framebuffer
  85. how to implement bindless textures efficiently ???
  86. Async buffer copies from fbo->pbo, am I doing it wrong?
  87. Low framerate during first seconds.
  88. SSAO halo artifact induced by blurring
  89. Nurbs Surface of a dynamically list of vertexes
  90. Clear a single cubemap in a cubemap Array
  91. How to draw a texture using glDrawTexiOES?
  92. Is their any equivalent of glDrawTexiOES (OES_draw_texture) under opengl 2.0?
  93. Relationship between gl_FragDepth and fixed function depth test?
  94. Does OpenGL/GLES has a default vertex attribute format?
  95. How to use VAO with OpenCSG library
  96. Question about Tessellation Control Shader
  97. Depth testing in sprite based game with transparency
  98. Cost of using functions instead of a variable
  99. Question about FBX/ASSIMP - skeletal animation
  100. glDrawTransformFeedback() outputs only the first captured primitive
  101. Why does my terrain have strange line segments?
  102. (GL 4.6) How to write parameter buffer from shaders?
  103. How can I control my Tessellation factors?
  104. Why is my Geometry Shader meshes moving when I move my camera?
  105. coordinates of the vectors that made up shadow
  106. Disabling Texture filtering completely in Modern Opengl
  107. Can you use sampler2D and sampler2DShadow on the same texture?
  108. Trying to Create an OpenGL ES Context on Windows (HELP)
  109. Deferred Rendering Optimization: keep a copy of buffers for objects that don't move?
  110. Lighting ring artifact!
  111. Closed-loop FBO operation, practical application
  112. make game
  113. Compute Shader Performance Issues
  114. How to do optimized segmented rendering of Background and Foreground objects ?
  115. GLSL line rendering is slower than fix function.
  116. Convert GL_UNSIGNED_INT_24_8 packed depth stencil to float depth
  117. glBufferData just one time at start
  118. Performance question: Switch shaders, or use empty texture
  119. Is glTF 2.0 a good format?
  120. Compound shadows
  121. strategy for glMakeTextureHandleNonResidentARB(...)
  122. "uninitialized value" error
  123. ProgramBinary on Intel HD 4000
  124. Sampling Depth Buffer returns only Zero!
  125. Best solution for dealing with multiple light types
  126. Multiview framebuffer targets
  127. Draw line with polygon in opengl
  128. Shadow mapping & deferred rendering problem
  129. Normal Mapping with TBN Matrix does not work properly (yet)
  130. Convert a 3D textured mesh to a colored 3D (color per vertex)
  131. Slipt edges as smooth transition between objects
  132. Framebuffer
  133. Streaming several (YUV) videos using OpenGL
  134. glxSwapBuffers and glxMakeCurrent when streaming to multiple X windowses
  135. Reading pixel intensities from a displayed image
  136. Updating a texture in the background / slow upload?
  137. Undersampled 3D texture when zooming
  138. Index Buffer / Shadow Index Buffer ... don't understand the code:
  139. Drawing a curve over a curved surface
  140. General questions regarding persistently-mapped buffers
  141. Alpha Value
  142. Am I missing something with ESM?
  143. Blending not yielding the results as expected, trying to make images overlap...
  144. Multithreaded Texture downloading issue
  145. Framebuffer
  146. Cutout blending with minimum passes
  147. Transform feedback tutorial, not getting the desired output?
  148. Gizmo Library for OpenGL
  149. How to render to a subsection of a cubemap array?
  150. OpenGLES 3.1 - transform feedback vs. compute shaders
  151. Primitive Restart Index inside Geometry Shaders / How to detect?
  152. How to render to render to a 3D texture to voxelize a given subsection of the scene?
  153. Deferred lighting, light volumes and hard edges
  154. glBlitFramebuffer() from (or to) specific texture layer
  155. "VBO discarded". Most part of VBO overridden with 0 (zeroes).
  156. Handling sub-views in a deferred renderer
  157. OpenML - compile on xcode
  158. Something Gone Wrong!
  159. Adaptive trimmed NURBS tessellation
  160. OpenGL Performance is rather poor
  161. Question about GPU-CPU Sync, also unrelated question about multithreading
  162. best way to store a massive amount of data available to a shader pogrom
  163. Best way to effectively disard fragments
  164. Methodology rending large amount of objects openGL
  165. avoid tearing effect in a camera acquisition project
  166. Still having problems with calling glTransformFeedbackVaryings
  167. Dual source blending?!
  168. Tips for programming easily-Portable OpenGL 3.3 code?
  169. Deferred Shading versus Deferred Lighting
  170. Parsing an OBJ file to add triangles to a Bullet Physics Triangle Mesh
  171. Transform Feedback and Instanced Arrays
  172. Infinite Menu (Perspective) Wall
  173. MSAA FBO with depth -> not working
  174. Use of Pixel Buffer Objects with multithreading
  175. Lod caculation for this shader
  176. Getting Worldspace Coordinates from Stored Coordinates
  177. Write Fragdepth to FBO
  178. Issues sending texture to compute shader
  180. Bindless textures without NV_gpu_shader5 possible without gl_drawID?
  181. Poor Performance with Point Light rendering in a Deferred Rendering pipeline?
  182. Rendering voxelized scene into a 3D texture
  183. Multi-Texture Terrain
  184. Optimizing cascaded shadow mapping
  185. Texture updates not appearing for 1 frame?
  186. Does swapping VBOs cause CPU : GPU Sync?
  187. MD5mesh smooth normal calculation
  188. Layered rendering FBO
  189. fract() and mipmapping. How would I solve this?
  190. Creating an OpenGL context for use with > 2.1 core