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