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OpenGL (Open Graphics Library) is a graphics standard and API which is platform-independent and available for desktop, workstation and mobile devices. It is designed to provide hardware-accelerated rendering, and hence gives greatly improved performance over traditional software rendering. OpenGL is used for applications like CAD software and computer games. The OpenGL standard, as well as OpenGL ES, is controlled by the Khronos group.

15 votes
1 answer
3k views

Synchronizing successive OpenGL Compute Shader invocations

I have a couple of compute shaders that need to be executed in a certain order and whose outputs depend on previous inputs. Ideally, I'll never need to copy a buffer client-side and do all of my work …
Mokosha's user avatar
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5 votes

When is it better to upload partial model matrices to the vertex shader?

Rarely, if ever. You half-answered it in your own question: a vertex shader runs once per-vertex, a fragment shader once per-fragment. If you're not doing something that's unique to that vertex or fra …
Mokosha's user avatar
  • 1,144
3 votes

Writing to a compressed texture using a compute shader, with no extra copies

After looking into this for a while, I found out a couple of things: You cannot avoid a memcpy: You cannot write directly into texture storage allocated for a compressed texture using only OpenGL API …
Mokosha's user avatar
  • 1,144
9 votes
1 answer
2k views

Writing to a compressed texture using a compute shader, with no extra copies

I'm trying to figure out what the best way is to generate an OpenGL texture using a compute shader. …
Mokosha's user avatar
  • 1,144