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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
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

2 votes
Accepted

Can one VAO store multiple calls to glVertexAttribPointer?

2 votes
Accepted

setting up integer texture and binding as image pt. 2

2 votes
Accepted

Passing Colour from program to vertex shader

2 votes
Accepted

Best practices for VRAM management in dynamic environments (e.g. games)

2 votes

How do I handle uniforms in a deferred renderer?

2 votes

Is it possible to override or disable blending per pixel

2 votes
Accepted

Directly use Transform Feedback primitive count as instance count for drawing

2 votes
Accepted

glCompressedTextureSubImage3D Usage

2 votes

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

2 votes
Accepted

Can you avoid querying for a texture location in OpenGL?

2 votes
Accepted

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

2 votes

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

2 votes

How to take consistent screenshots across multiple machines?

2 votes

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

2 votes
Accepted

Using imageLoad/imageStore to perform atomic add

2 votes
Accepted

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

2 votes
Accepted

Get binding point of sampler/image in shader

2 votes
Accepted

Using instanced arrays for dynamic objects

2 votes
Accepted

Does atomic functions on same memory location cause an performance issue?

2 votes
Accepted

Is it possible to send Texture Buffer to shader dynamically?

2 votes
Accepted

Do you have to group and optimize your draw and shader calls in Vulkan?

2 votes

Two questions on Gamma correction and Tonemapping

2 votes
Accepted

Do we have OpenGL shaders write out the intermediate *.o-esque file on first compile so that we can skip compiling them in run-time every single time?

2 votes
Accepted

Controlling "zoom" and "position" of a cubemap in shaders

2 votes
Accepted

Calculate Normals of Boolean Operation for Ray Tracer

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