Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas
  • Member for 7 years, 10 months
  • Last seen more than a week ago
3 votes
Accepted

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

3 votes

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

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

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

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

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

Using instanced arrays for dynamic objects

2 votes

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

2 votes
Accepted

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

2 votes
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Camera position in vertex shader

2 votes

FXAA vs MSAA on modern hardware

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

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

2 votes
Accepted

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

2 votes
Accepted

Calculate Normals of Boolean Operation for Ray Tracer

2 votes
Accepted

What are the type constants that the documentation for glGetProgramResourceiv() refers to?

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
Accepted

glCompressedTextureSubImage3D Usage

2 votes

Is it possible to override or disable blending per pixel

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