Tag: opengl

40 Should new graphics programmers be learning Vulkan instead of OpenGL? 2016-06-07T21:13:56.997

27 How can I debug GLSL shaders? 2015-08-07T08:24:33.827

16 Is there any way to generate primitives in a geometry shader without any input geometry? 2015-08-04T18:39:29.303

16 What is fwidth and how does it work? 2015-08-05T14:56:21.613

15 How can I debug what is being rendered to a Frame Buffer Object in OpenGL? 2015-08-04T20:05:43.820

13 How to implement a trackball in OpenGL? 2015-08-09T22:06:50.547

12 What are some methods to render transparency in OpenGL 2015-08-09T08:29:04.527

12 OpenGL compatibility, naming conventions and ARB vs EXT 2015-12-15T18:51:57.800

11 Is it possible to find out how many fragments made it through the stencil test? 2015-08-04T18:25:11.677

11 When to disable perspective correct interpolation ( noperspective ) 2015-08-05T10:50:13.490

11 Does it matter whether I learn OpenGL or Direct3D? 2015-08-20T11:42:45.213

11 Do I need to rebind uniforms or attributes when changing shader programs? 2015-08-20T20:49:17.700

11 Synchronizing successive OpenGL Compute Shader invocations 2015-09-01T18:18:11.607

10 Is modifying a texture (painting on it) considered a "state change"? 2015-08-04T18:10:11.117

10 Do the alignement and declaration order of uniforms matter? 2015-10-06T06:56:25.257

10 Why do adjacent triangles never overlap when rasterized? 2016-06-15T10:40:23.027

10 Is there any reason to prefer Direct3D over OpenGL? 2016-06-28T19:09:42.353

10 How to unproject quadrilateral into rectangle? 2016-07-08T05:14:00.333

10 Multiple viewports with modern OpenGL? 2017-01-11T11:24:26.260

10 What does "st" mean in the context of OpenGL? 2017-01-13T19:16:40.717

10 Derivative maps vs. Tangent Space Normal maps 2017-03-30T21:34:25.473

9 What is the modern equivalent of display lists? 2015-10-05T09:16:15.527

9 Per Vertex Computation in OpenGL Tesselation 2016-01-16T14:05:16.673

9 Loop performance in a shader 2016-03-08T15:42:51.960

9 What are sample gaps during scan conversion? 2016-05-23T11:32:16.083

8 Is it possible to alpha blend multiple render targets using a specified alpha? 2015-08-07T05:02:41.923

8 Writing to a compressed texture using a compute shader, with no extra copies 2015-08-21T07:04:56.937

8 Optimal memory access when using lookup tables on GPU? 2015-10-27T06:52:32.947

8 Why different result when change input order in GL_LINES? 2015-12-04T08:30:44.973

8 Creating shared vertex normals on GPU 2016-02-20T11:38:53.557

8 Help me grasp Anisotropic Filtering (AF) 2017-04-29T21:26:31.417

7 Rendering fog underneath water 2015-08-09T08:56:08.447

7 When is it better to upload partial model matrices to the vertex shader? 2015-08-25T19:42:26.127

7 Screen capture of game video 2015-10-24T15:06:21.040

7 Are draw calls executed in parallel or sequentially or both? 2015-11-05T12:57:12.430

7 Explicit vs Automatic Attribute Binding 2016-02-11T04:07:50.647

7 Cause of shadow acne 2016-03-16T16:05:17.363

7 OpenGL - Detection of edges 2016-05-16T17:31:04.707

7 OpenGL GLSL - Sobel Edge Detection Filter 2016-06-19T11:03:51.923

7 Proper architecture for rendering history of streamed data (points) 2016-07-19T12:31:24.113

7 Label Placing for thousands of objects with OpenGL 2016-07-20T13:48:38.443

7 OpenGL texelFetch causes black stripes 2017-01-06T13:33:35.830

7 What does "makeContextCurrent" do exactly? 2017-01-16T23:51:58.473

6 Using extensions in Android OpenGL ES 2.0 2015-08-10T13:03:23.800

6 Real-time translucency effect 2015-08-10T17:43:35.103

6 Code runs differently on different hardware 2015-08-21T20:00:04.647

6 Is it good practice to use all the available texture units? 2015-08-25T00:01:43.080

6 Shadow Mapping artefacts 2015-08-30T15:46:52.053

6 Please help me understand what happens as an image is faded to black in order to time-step particle fading 2015-12-29T03:12:26.573

6 Flat shading for non-planar polygons 2016-01-10T12:25:09.853

6 Type conversion to GL-types 2016-01-25T19:25:52.957

6 OpenGL with SFML, create an n-pointed star? 2016-02-09T17:21:34.743

6 Cannot use more than a couple of MB in a shader storage buffer 2016-02-11T10:06:35.107

6 Why cant I use `#include` after upgrading my driver 2016-05-29T14:05:33.413

6 How to check which API's are available on a given machine? 2016-06-17T18:41:05.410

6 Creating an "ink spread" effect with a glsl fragment shader 2016-07-06T18:52:44.217

6 How much precision (half, float, double, etc) is enough for a Color class? 2016-08-27T17:46:17.120

6 OpenGL specular shading- Gradient banding issues 2016-09-07T19:17:05.367

6 Why does rotation about an arbitrary axis have degree of freedom 6 2016-10-05T13:32:22.793

6 How can I improve the performance of my custom Global Illumination approach? 2016-11-18T13:56:53.940

6 Signed distance field font looks odd 2016-12-13T01:16:36.967

6 Trying to understand environmental cubemaps 2017-01-15T05:10:55.160

6 How to convert decomposed transformations between different coordinate systems? 2017-01-15T11:59:14.617

6 Turn an enclosed region into a triangle mesh 2017-02-21T00:47:10.527

6 How can I generate mipmaps manually? 2017-03-02T19:02:11.807

6 realtime dynamic reflections, which way to go? 2017-03-20T02:39:18.593

6 GL_STATIC_DRAW vs GL_DYNAMIC_DRAW vs GL_STREAM_DRAW: does it matter? 2017-10-11T08:31:58.690

6 How do you design the code of a graphics engine to target multiple frameworks 2018-01-01T08:56:20.587

5 How many 3D textures does OpenGL support 2015-09-06T17:16:09.613

5 OpenGL Compute Shader generating triangle indices: How to get correct element count for glDrawElementsIndirect? 2015-10-12T21:04:12.770

5 Can't get output from a GLSL code 2015-10-15T07:33:36.113

5 How to render the wireframe of a cube without the diagonals on the faces? 2015-10-27T21:03:54.563

5 How to disable Perspective Correction in Texture Coordinates Interpolation in OpenGL(without using shaders)? 2016-02-03T12:23:28.790

5 Artefacts on top and bottom of utah teapot 2016-02-08T13:56:57.303

5 Confused about z-axis behaviour 2016-02-18T04:08:25.213

5 Frustum - problem with z dimension 2016-02-26T13:34:28.383

5 Drawing to framebuffer texture - texture then split in half 2016-03-15T13:40:03.177

5 How could I use bent normal map 2016-04-15T14:29:35.037

5 OpenGL ES vertex/fragment shaders - Blinn phong 2016-06-02T13:29:26.403

5 Open GL Shader Storage Buffer Objects to replace Vertex Attributes 2016-06-13T09:06:23.813

5 OpenGL Instanced Rendering with Level of Detail 2016-06-27T15:05:43.860

5 Physically Based Area Lights 2016-10-15T16:54:38.477

5 Better Shadow Mapping Techniques 2016-10-17T19:28:15.607

5 Can I reuse glBindBufferBase in compute shaders to keep data on GPU? 2016-10-18T00:21:11.790

5 Material Layering 2016-10-21T14:40:51.237

5 Alternatives to Ambient Occlusion 2016-10-21T15:48:17.663

5 How to perform vertex selection using unproject (Qt/openGL) 2016-12-06T22:35:52.973

5 Rotating object around its own center 2016-12-07T10:13:04.487

5 OpenGL VertexArray Data "Retention"? 2016-12-15T09:16:53.853

5 Texture coordinates are not updating according to the vertex divisor specified 2016-12-25T17:37:20.547

5 Modern way of light sources in OpenGL? 2017-01-02T08:32:05.583

5 How to do texturing with OpenGL direct state access? 2017-01-05T17:06:19.973

5 Using RGB texture format for image load/store 2017-01-15T00:37:15.240

5 Fragment shader's output variables 2017-01-22T00:39:37.217

5 What is a good approach for handling uniforms in modern OpenGL? 2017-01-30T19:16:44.263

5 Stretch the cube mesh but repeat the texture? 2017-03-05T22:05:05.670

5 Performance impact during texture layer loading 2017-04-10T21:35:15.237

5 Strange behaviour in vertex shader with divisions 2017-04-27T19:45:51.180

5 Cascaded shadow maps. Seams between cascades 2017-05-23T16:24:39.233