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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, 2 months
  • Last seen this week
3 votes
Accepted

Zero-copy texture reading from CPU memory

2 votes
Accepted

Calculate Normals of Boolean Operation for Ray Tracer

4 votes
Accepted

In what scenarios and how does GL_ARB_buffer_storage help performance?

2 votes

FXAA vs MSAA on modern hardware

2 votes
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Camera position in vertex shader

5 votes
Accepted

Async readback storage buffer

3 votes
Accepted

Why does Cubemap have 6 individual textures?

6 votes
Accepted

Why do identical polygons not z-fight in OpenGL?

4 votes
Accepted

Multiple swapchains in Vulkan app with ImGui

9 votes
Accepted

Is vkCmdPushDescriptorSetKHR efficient?

3 votes

gl_FragCoord and glViewport

5 votes
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Difference between isnan and comparison to self

6 votes
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Clarifying vulkan glsl std140

2 votes
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How can I control memory for command allocators and command queues in D3D12?

2 votes
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How do I swap the buffers when using a Win32 window with Vulkan?

3 votes
Accepted

Should you measure mesh complexity in triangles or vertices?

1 vote
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Do I need separate Graphics and Transfer commands?

5 votes

Why do polygons have to be "simple" and "convex"?

2 votes

Is it possible to access adjacent vertex data in tessellation evaluation shader?

1 vote

How to include OpenGL extension loader in my project

24 votes

What are Metal and Vulkan?

2 votes
Accepted

What is a "Vulkan Extension"?

6 votes

For shader math, why should linear RGB keep the gamut of sRGB?

1 vote
Accepted

Understanding of Camera Up Vector

1 vote
Accepted

What does "region to be shaded" mean in the PCF paper?

4 votes
Accepted

Can gl_WorkGroupSize be set outside the compute shader?

1 vote
Accepted

Multiple VAO share a EBO (OpenGL 3.3)

3 votes
Accepted

Controling order of execution of a (compute) shader on an array of vertices (data) in Vulkan

4 votes
Accepted

Texture units parameters in OpenGL

2 votes
Accepted

Can you avoid querying for a texture location in OpenGL?

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