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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
2 votes

How to assign a texture to a single entry of a texture array?

4 votes

How different is the SPIR-V accepted by OpenGL (ARB_gl_spirv) from SPIR-V accepted by Vulkan?

1 vote
Accepted

Dynamically allocating morph targets in shaders

6 votes

How to access several textures from huge amount of textures in a shader?

2 votes
Accepted

How can DSA functions be used without extension names on lower versions of OpenGL?

3 votes
Accepted

What are the performance implications of the optional flags used when mapping a buffer?

4 votes
Accepted

If I have more than enough memory, can it still be beneficial to use compressed textures?

9 votes
Accepted

Vulkan: how does host coherence work?

2 votes

How to take consistent screenshots across multiple machines?

2 votes

How can I use instancing to generate 2 single different texture?

1 vote
Accepted

Does glTextureStorageSubImage2D exist?

4 votes
Accepted

How to work with half and snorm

1 vote
Accepted

Why do vulkan extensions need to be enabled?

2 votes

Is it possible to override or disable blending per pixel

3 votes
Accepted

using default depth buffer in off-screen framebuffer

1 vote
Accepted

How to modify a part of VBO data without Compute Shader or OpenCL?

1 vote

Vulkan: Swapchain image count with VK_PRESENT_MODE_FIFO_KHR

6 votes
Accepted

When does it make sense to use drawRangeElements

2 votes
Accepted

Directly use Transform Feedback primitive count as instance count for drawing

4 votes
Accepted

Replacing Vertex Attributes (glBufferData vs glBufferSubData)

3 votes

Loading compressed image to GPU and reading back decompressed on CPU

2 votes
Accepted

glCompressedTextureSubImage3D Usage

5 votes

OpenGL: Why glTextureSubImage2D crashes?

3 votes
Accepted

Process of compute shader in OpenGL

8 votes

How to do error handling with OpenGL?

9 votes
Accepted

Why does opengl perform clipping in clip coordinates?

1 vote

What is an OpenGL VAO in a nutshell?

4 votes
Accepted

Is there ever a time when I should *not* use the GL* types?

5 votes
Accepted

What's the meaning of the "dynamic" in "high dynamic range"?

7 votes
Accepted

Shader storage buffer indexing by 4 bytes instead of 3?

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