Thomas's user avatar
Thomas's user avatar
Thomas's user avatar
Thomas
  • Member for 3 years, 7 months
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2 votes
Accepted

draw on cubemap with help of geometry shader each triangle covers each cubemap face (why??)

2 votes

Algorithm to reduce number of colors used on an image. (sRGB)

2 votes
Accepted

Is a line drawn using vectors, triangles or polygons within OpenGL?

2 votes
Accepted

Trouble transforming vectors from view space to screen space using a perspective projection matrix

2 votes
Accepted

OpenGL compute local size vs. performance

2 votes

Relative coordinates -- cumulative sum

2 votes
Accepted

enumerate vertices from tessellation evaluation stage (Triangle patch)

2 votes
Accepted

Convert between screen and world coordinates in isometric 3D

1 vote
Accepted

Why doesn't using depth biasing to fix shadow acne result in an even bigger problem?

1 vote

what is the range for NDC coordinates to be visible in directx

1 vote

How does higher draw distance strain the CPU?

1 vote
Accepted

Move the camera in orthographic 3D

1 vote
Accepted

Position a 3D camera directly above or below the target

1 vote
Accepted

Can I copy one texture to another perfectly with texelFetch()

1 vote

fast algorithm to check if a point is inside/outside mesh

1 vote

Are systems like double pendulum used for generating terrain?

1 vote
Accepted

How to get the accurate number of triangles of an wavefront obj model?

1 vote

OpenGL compute for sizes that aren't a multiple of "local_size"

1 vote

How do I evenly subdivide the projection of a circle in 3D?

1 vote

OpenGL transparency - object behind is not rendered

1 vote
Accepted

store GL_TEXTURE_CUBE_MAP_ARRAY data to CPU

1 vote

Rendering light balls: Where to do perspective calculations?

1 vote
Accepted

Distortion or Aliasing of a UV Sphere

1 vote

How to paint onto 3d models

0 votes

3D object to slices like in medical scan

0 votes

How to calculate vertex normals on a mesh with non-planar polygons

0 votes

Can surface subdivision results be predicted?

0 votes

View rotation matrix

0 votes
Accepted

With a light source at (0,2,0) and unit cube (from [-1,1]) using a given shading formula, how is the r,g,b for each surface calculated?

0 votes
Accepted

Is glDeleteBuffers/glGenBuffers needed if I want to resize the buffer?