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Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas
  • Member for 8 years, 3 months
  • Last seen more than a week ago
3 votes
Accepted

Existence of vanishing point

2 votes
Accepted

Difference between 2D and 3D pipeline

3 votes
Accepted

Difference between transformation and projection?

0 votes
Accepted

How OpenGL handles assigning the same state multiple times in a row

1 vote
Accepted

Passing non-interleaved data to glBufferStorage without using glBufferSubData

2 votes
Accepted

glsl passing data array from vertex to tessellation control shader

1 vote
Accepted

Mesh-Shader and layered rendering

2 votes
Accepted

Unexpected INVALID_OPERATION on glClearNamedBufferData

1 vote

Is fragment shader run on fragments that are outside of rasterized geometry?

1 vote

Space efficient storage/compression of multiple scaled values (mip maps)

1 vote
Accepted

gl_ClipDistance vs gl_CullDistance

1 vote
Accepted

MSAA performance with forward shading

5 votes
Accepted

Max number of elements in a vertex attribute

3 votes
Accepted

How do fragment shader invocations subgroups map onto triangles?

1 vote
Accepted

Why do 3d modeling packages use a single normal per polygon and how is this viable for smooth shading

0 votes

OpenGL blending with the screen

1 vote

Why don't I see tile-based 3D graphics?

1 vote
Accepted

Is there an efficient way to achieve color blending in compute shaders?

3 votes

Does Vulkan have the equivalent of OpenGL's separable shader program and pipeline?

0 votes

Rasterization: How does hardware disambiguate identical Z values at silhouette edges?

1 vote
Accepted

How does the OS + hardware support multiple screen resolutions and multi-display?

2 votes

Creating high quality background images for a game which have small areas of moving detail

1 vote
Accepted

Is there a way to compile part of a shader into a spirv?

3 votes
Accepted

GLSL Compute Shader Setting "shared" memory buffer size

1 vote
Accepted

imageLoad() behavior for non-existent texel

3 votes
Accepted

OpenGL layered rendering with multiple additional clip planes per view

3 votes

gl_FragCoord and glViewport

2 votes
Accepted

Is glDispatchCompute(a,b,c) any faster than glDispatchCompute(a*b*c,1,1)?

2 votes
Accepted

Using imageLoad/imageStore to perform atomic add

1 vote

Is there different between 'if' and 'ternary operator' in GLSL?

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