Skip to main content
Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas
  • Member for 8 years, 7 months
  • Last seen this week
3 votes
Accepted

Why does Cubemap have 6 individual textures?

3 votes

gl_FragCoord and glViewport

3 votes
Accepted

Should you measure mesh complexity in triangles or vertices?

3 votes

Loading compressed image to GPU and reading back decompressed on CPU

3 votes
Accepted

Zero-copy texture reading from CPU memory

3 votes
Accepted

2D array texture with different filtering setting per texture?

3 votes

glBindImageTexture returning INVALID_VALUE

3 votes
Accepted

OpenGL Render front and back faces with different shading for 3d modeller

3 votes

Why is eye-based ray tracing preferred over light-based ray tracing?

3 votes

How to work around the pointer limitations of GLSL?

3 votes

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

3 votes
Accepted

OpenGL layered rendering with multiple additional clip planes per view

3 votes
Accepted

GLSL Compute Shader Setting "shared" memory buffer size

3 votes
Accepted

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

3 votes
Accepted

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

3 votes
Accepted

using default depth buffer in off-screen framebuffer

3 votes
Accepted

Process of compute shader in OpenGL

3 votes
Accepted

How to count DPI of an image (challenge)?

3 votes
Accepted

Do I have to have a buffer bound before making a draw call?

3 votes
Accepted

Different result with DSA (vertexArrayVertexBuffer, vertexArrayAttribBinding) than with glBufferData

3 votes
Accepted

Setting up integer texture and binding as image

3 votes
Accepted

Attribute Location in Multiple Shader Programs

3 votes
Accepted

Can I have lower color bit depth in sample buffer than target framebuffer?

3 votes

Renderbuffer needs to be bound before glFramebufferRenderbuffer?

3 votes
Accepted

Unable to pass custom Matrix4 to GLSL as a uniform

3 votes
Accepted

Opengl GLSL binding locations confusion

3 votes
Accepted

Existence of vanishing point

3 votes
Accepted

How do fragment shader invocations subgroups map onto triangles?

3 votes
Accepted

Difference between transformation and projection?

3 votes
Accepted

When fitting 3d cuboids into a box, how to find the order of drawing (in a 2D projection) so that the cuboids don't appear to overlap?

1 2
3
4 5
8