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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, 5 months
  • Last seen more than a week ago
5 votes
Accepted

Async readback storage buffer

5 votes

How can I make a graphics demo without a frame buffer?

5 votes
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Max number of elements in a vertex attribute

5 votes

OpenGL: Why glTextureSubImage2D crashes?

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

5 votes

Is there a DSA technique for transform feedback?

5 votes
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Swap buffers twice does not show the first scene

5 votes

OpenGL set a vertex element stride of zero

5 votes
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OpenGL ES 3 - Uniform buffer object with float array

5 votes

OpenGL VertexArray Data "Retention"?

5 votes
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Texture coordinates are not updating according to the vertex divisor specified

4 votes
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Instanced Stereo Rendering vs. Multiple Command Buffers

4 votes
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Do I need to use glMemoryBarrier with atomic counters?

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

4 votes
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Do occlusion queries respect the stencil test at all?

4 votes
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Replacing Vertex Attributes (glBufferData vs glBufferSubData)

4 votes

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

4 votes
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Texture units parameters in OpenGL

4 votes
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Can gl_WorkGroupSize be set outside the compute shader?

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

4 votes
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How to work with half and snorm

4 votes
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BC7 texture with alpha has the same size as BC7 without alpha

4 votes
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In what scenarios and how does GL_ARB_buffer_storage help performance?

4 votes
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Multiple swapchains in Vulkan app with ImGui

4 votes
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Can meshes be reused in raytracing?

4 votes

What does memory bandwidth of a GPU mean exactly?

4 votes
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Why does GLSL smoothstep return 0 when all parameters are literal floats?

4 votes
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What is the difference between a "meshlet" and just a small mesh?

4 votes
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How is the alpha value treated when blending?

3 votes
Accepted

Which coding strategies exist to handle opengl texture size limit?

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