View Full Version : OpenGL: Advanced Coding

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  1. texture baking space
  2. FBO synchronization
  3. Optimize grid rendering for post T&L cache
  4. VBO and error 1282
  5. Do I need to care about seperate function pointers in seperate Contexts in Windows?
  6. Use stencil attachment apart from depth attachment
  7. Should I provide interleaving to end users?
  8. Inputting dynamic data to the VBO's
  9. The point of shadow samplers vs regular samplers
  10. OpenGL: dynamic depth sorting with BSP Tree
  11. Real time volume rendering and editing
  12. Questions about Scope of Mapped Buffer Validity
  13. Show a bitmap video in OpenGL
  14. Using Uniform Buffer Objects (UBO) in Fragment Shaders
  15. Using Shared Memory Extensions with FBO Tetxtures
  16. Linearize the Depth buffer
  17. Txaa ?
  18. glPopAttrib "Invalid draw bindings."
  19. EXT_shader_framebuffer_fetch - On desktop?
  20. Load and display a video stream in openGL
  21. suggest a best way to do transformation of matrices in openGLES2.0?
  22. one mesh, multiple texture
  23. Cascaded shadow mapping - Texture lookup and depth comparison
  24. Separate Shader Objects
  25. Can GL_SHADER_STORAGE_BUFFER be included in a VAO?
  26. When exactly does glBeginQuery set the counter to zero?
  27. Multisampling vs. double-sized FBO
  28. gl_ClipDistance read in fragment shader
  29. Intel OpenGL 4.0 drivers. The mystery of 0xFFFFFFFF
  30. Draw Coordinate system on a video shown in OpenGL
  31. Implement Unity Transform.LookAt function.
  32. Bicubic cubemap filtering
  33. vsync and wglSwapInterval when monitor is in low power mode then woken up
  34. How to create a camera to a 3D (game)
  35. OSX 4.1 Core Profile Draw Issue
  36. some explanations about textures
  37. What is the most flexible rendering technique in OpenGL up to date
  38. Problem rendering Q3 BSP Maps
  39. Code Organization
  40. Need help with x axis movement without using Model or Proj - using glLookAt
  41. NVIDIA Maxwell texturing performance
  42. Frequent GL_OUT_OF_MEMORY errors
  43. Water reflection.
  44. Dual paraboloid shadow mapping confusion
  45. Occlusion query - use simple shaders and geometry or not?
  46. OpenGL sRGB framebuffer oddity
  47. Storing normalized linear depth?
  48. What actually does GL_RASTERIZER_DISCARD
  49. Screen Space Reflection Problem
  50. Preparing data for instanced rendering
  51. Updating GL_ELEMENT_ARRAY_BUFFER causes performance feedback warnings on Intel MESA
  52. Light visibility in fog
  53. How to vary point sizes in array of points data
  54. GlBufferStorage and Fencing / synchronisation
  55. Weighted vertex normals from STL file
  56. Applying rotation/translation to a hierarchy of joints
  57. PN triangle division
  58. Accurate count of samples passed
  59. Load byte* dataArray to openGL
  60. CUDA and OpenGL, asynchronous buffering
  61. How to draw a line stipple with ES 2.0
  62. Mouse Selection custom shape opengl render select
  63. Ambient Occlusion : Problem of comprehension of screen space??
  64. looking for list that contains gl extensions that are now part of core
  65. Fit orthogonal projection matrix around shadow casters (CSM)
  66. Problem with tangent calculation
  67. Bizarre order dependency with directional and projective lighting
  68. Problem with uniforms
  69. deferred stencil lights and the 3d math jazz
  70. Ways around loading libraries like ASSIMP that doesn't support geometric instancing?
  71. 2 Samplers FS fails: Different sampler types for same sample texture unit in fragment
  72. Shadow mapping behaving oddly after driver update
  73. vertex custom attributes
  74. Masking out pixels from a shadowmap. ( sampling shadowmap texture with z > 1.0 )
  75. OpenGL performance - is this about right?
  76. Uniform buffer clobbered on XRandR mode change
  77. Fast way to clip non lit pixels in a lightvolume
  78. Interpolating With Matrices/Quaternions
  79. DGN (Benltey MicroStation) File Format
  80. Is it possible to use multisampling with ARB_framebuffer_no_attachments?
  81. Coordinate System in Cubemaps
  82. Only first texture rendered to framebuffer is shown.
  83. Transform Feedback and Primitive ReStart
  84. Matrices - Strange results
  85. ARtoolkit and openGL
  86. Cascaded Shadow Mapping in OpenGL
  87. Anntenna Radiation Pattern in openGL
  88. Stereoscopic Rendering with OpenGL --- System Setup
  89. An up-to-date description of FXAA?
  90. Game Engine Editor
  91. 3D Skeletal Animation Help
  92. gl_PrimitiveID
  93. video playback
  94. Problem using FrameBuffer for Picking
  95. Wide Lines without Geometry Shader
  96. Near Clipping Plane Line Intersection Point
  97. Problem with uniform buffer array and older AMD hardware
  98. Vertex Shader help
  99. Multi-pass rendering problem
  100. Fail to Read From FrameBuffer
  101. No luck with 3D sparse textures - am I missing something?
  102. Pan Functionality using OpenGL 2.0
  103. OpenGL Batch Rendering
  104. Unwanted Shimmering Effect with 1D Texture on Lines
  105. GL_KHR_debug callback in linux mesa but not with windows blob driver (AMD 7870)
  106. Compute shader : barrier issue?
  107. Clipping planes appear disabled when rendering shadows on iOS?
  108. Snake 3D - Problems with the redesign of the body
  109. How to draw around other polygons
  110. Drawing textures from an SDL_Surface: BMP image > Surface > Texture > Quad
  111. Rendering Image Texture to the Screen (Program closes unexpectedly after 5 seconds)
  112. Problem with Deferred Rendering and FBO's
  113. How to improve the performance of blend mask
  114. Fastest way to reset an atomic counter?
  115. Inheritance + Pre-Transforming Mesh Vertices
  116. How to render glow/aura effects in 3D?
  117. c# UI c++ core Opengl
  118. Omission of GL_DEPTH_TEXTURE_STENCIL_MODE from sampler object state?
  119. CUDA Interop for depth component
  120. Occlusion query, issue
  121. Projection matrix issue (using a coded 4x4)
  122. GL_MULTISAMPLE performance implications against unsupporting rendering targets.
  123. MakeCurrentContext cost
  124. NV_command_list
  125. Very very odd memory texture memory heap usage on OSX
  126. Post T&L cache with modern GPU features
  127. VAO and VBO permutations
  128. Logarithmic depth: Why w + 1?
  129. How to share a texture between multiple shader programs?
  130. OpenGL 3.x VertexTextureFetch, pixel formats
  131. Implementing OpenGL
  132. Uniform equivalent of instanced arrays in 3.3 core?
  133. ASTC on the desktop?
  134. pack more than 4 components into RGBA 32 texture in vertex shader
  135. Geometry shader can't do basic triangle lists? - only strips?
  136. [ARB_direct_state_access] Problems with VAO - Blank Screen
  137. Point Lights producing hard lines through Specular comp?
  138. Trouble passing Uniform Buffer Objects to shader
  139. GLSL Compute Shader - synchronization
  140. cheep/expensive calls?
  141. Compute shader interoperability with GL pipeline
  142. glMemoryBarrier - When to use?
  143. Best Way to Store Texture or Image Information in a File
  144. imageLoad addressing past 1gb boundary
  145. Multiple glViewPort calls making triangles glitch out!?
  146. OpenGL device partitioning or time sharing for two parallel workoads?
  147. How to setup projectionMatrix/worldMatrix for use with inverted float depth buffer?
  148. How to get contour lines on 3D volume
  149. Explicit multisample and shader management
  150. Change stencil value from a fragment shader
  151. Advanced .OBJ loader/viewer
  152. Problem with Multiple window rendering!
  153. Nvidia Memory Corruption
  154. Last chance for glNext predictions!
  155. 3D Sparse Voxelization with ARB_sparse_texture
  156. TexSubImage into a Sparse Texture on Nvidia.
  157. Stereo technique implemented in the 3D vision laptop (for GeForce card)
  158. hole filling
  159. Correct lines visualization.
  160. Multiple vendor GPU selection in Windows
  161. Depth / Stencil as both a FBO attachment and sampler?
  162. Strange problem after using a third party library
  163. vbo update
  164. Vulkan information clearinghouse
  165. Atomic Buffer : strange values
  166. Camera-space Normals from depth texture
  167. Using near and far clipping to display layers of an object
  168. lua & opengl
  169. Layered Cube Map Rendering (on NVIDIA Graphics Cards)
  170. Upgrading, but losing functionality?
  171. Question using glMultiDrawArraysIndirect and indirect buffer
  172. Skinning on the GPU vs the CPU
  173. Is it always good to use Vec3f / Vec4f class defined by yourself?
  174. Loading UDEC3 and DEC3N datatypes using VertexAttribPointer
  175. What's the meaning of the indirect cmd used in glMultiDrawElementsIndirect
  176. Trying shadow mapping, yet everything is dark
  177. Screen space decal blending
  178. openGL multiple textures in fragment shader
  179. Shadow Mapping Urgent Help?
  180. About shader over gl3, why and where?
  181. Talking about VAO+VBO... (>GL3)
  182. OpenGL 2.1 VertexAttribDivisorARB problem
  183. VertexArray and VertexAttribArray, what's different?
  184. Modern opengl. (Flipping a texture)
  185. doubts about opengl context
  186. [AZDO] Did not understand why "map unsychronized" can be bad
  187. VertexBufferOBJTS Questions
  188. GBuffer (color texture) with NORMAL and SPECULAR: Update only alpha
  189. Particles move toward a weird direction
  190. Synchronization of compute shader and CPU commends
  191. DSA requires binding?!
  192. How to handle the birth and death of particle without reading from the buffer
  193. Constant buffer data only partially available in #version 440
  194. vbo and fbo
  195. Normals, Vertices, Indices, and Shaders
  196. glMultiDrawElementsIndirect() problems
  197. vbo and glBindBuffer crash
  198. OpenGL Moving Character
  199. SSBO specs
  200. Clipping a sphere
  201. How to query sample count of RBO
  202. alpha to coverage
  203. Problems rendering shadows with deferred shading
  204. All or nothing point rendering
  205. Equation of a plane at an altitude h from earth's surface
  206. Ray casting with a fixed camera toward a rotated model
  207. ray casting and calculate depth value
  208. Duplicate a Framebuffer including all attachments + specifics
  209. i have problem with moving spheres at the same time on screen
  210. Adding Depth Data from RGB-D Sensor to the z-buffer of OpenGL for Occlusion in AR
  211. Working with shaders using lookup data
  212. Use the Program or bind the FrameBuffer first?
  213. Line Antializing
  214. panorama/multiview camera setup problem
  215. NSight not showing all the buffers bound!
  216. Is it possible to automatically combine several shaders together?
  217. Need help normal mapping a cube-mapped sphere
  218. Using glReadBuffer with GL_RG32I buffer
  219. Drawing water over terrain
  220. Element batching from vertex position data
  221. GLSL textureLod(): proper values for the lod parameter?
  222. glTexturePageCommittment segfaults with mip level that isn't a multiple of tilesize.
  223. 4 samples instead of 16, Bilinear filter.
  224. why the model is shown incomplete?
  225. OpenGL 1.1 (GDI Generic) on Windows Server 2012
  226. Android 5.1.1 Nexus 5 OpenGL issue?
  227. Deferred shading and VSM
  228. Not Instance rendering, still need VertexAttribDivisors
  229. CPU based DXT compression
  230. Unexpected rasterization behavior
  231. HELP - issue with imagetexture and muttable textures
  232. Shadow Mapping. Strange effect
  233. Why use a Uniform Buffer?
  234. Cubemap face orientation: how to
  235. A glitch?
  236. OpenGL float -> normalized integer truncation (need to add 0.5/255 to outgoing data?)
  237. Writing to GL_SRGB8_ALPHA8 texture in a compute shader?
  238. convert four interconnected bezier curves into bezier surface patch
  239. gl_PrimitiveID always 0 in Fragment shader
  240. Uniform Blocks and Uniform Buffers only?
  241. generate triangle strips from three interconnected cubic bezier curves
  242. GLSL Strides
  243. Only glClear(..) color is displayed, nothing else rendered (CUDA/OpenGL interop)
  244. Single Values in Shaders
  245. Reading Ints, Graphics card crashes
  246. Projecting screen space texture onto UVs with GL 4.5
  247. Passing an array of mat4's per instance
  248. Multiple Uniform Bufffers
  249. Ray Cast / Ray Tracing
  250. Rendering Multiline Text with NVPath Extension and Pango