Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas's user avatar
Nicol Bolas
  • Member for 7 years, 9 months
  • Last seen this week
2 votes
Accepted

Directly use Transform Feedback primitive count as instance count for drawing

2 votes

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

2 votes
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Can you avoid querying for a texture location in OpenGL?

2 votes
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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
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What does it mean for a buffer to be "tightly packed"?

2 votes

rendering in two windows

2 votes

How to give C++ GLUT project an Editor/UI?

2 votes
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Is text one form of graphics?

2 votes
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using parts of GL_TEXTURE_2D_ARRAY as GL_TEXTURE_CUBEMAP_ARRAY

2 votes
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On modern GPUs, what hardware do vertex/pixel shaders have access to that compute shaders don't?

2 votes

Why need glClipControl-like extensions when implementing ReverseZ in opgl?

2 votes
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If a GPU supports OpenGL ES 3.2, does it also support OpenGl 3.0?

2 votes
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Difference between 2D and 3D pipeline

2 votes
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glsl passing data array from vertex to tessellation control shader

2 votes
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How do (Direct3D) precision conversions for floats work?

2 votes
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Back face detection

2 votes
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Why shouldn't I discard faces during Tessellation control stage

2 votes
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Best way for rendering Voronoi diagram from Delaunay graph mesh

2 votes
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GLSL trying to bind two different layers from the same texture array as images. Should it work and if so what am I doing wrong?

2 votes
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OpenGL get default depthbuffer

2 votes
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Graphics API and double precision

2 votes

What's different between D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE and D3D12_CPU_PAGE_PROPERTY_WRITE_BACK, and why they're named like that?

2 votes
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How to instanced and indirect render geometry [OpenGL]

2 votes
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Is there a good rule of thumb for the optimal / maximum number of instances to draw in a single call?

2 votes
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What is in a GPU driver?

2 votes
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Tessellation evaluation shader: vertex duplicates on triangle tessellation

2 votes
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Is MultiDrawElementsBaseVertex bound by index type?

1 vote
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How Anisotropic filtering works

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