View Full Version : OpenGL: Advanced Coding

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