pmw1234's user avatar
pmw1234's user avatar
pmw1234's user avatar
pmw1234
  • Member for 6 years, 1 month
  • Last seen this week
  • Massachusetts, United States
9 votes

Why does opengl use 4d matrices for everything?

7 votes
Accepted

Why do Nvidia and AMD have to update their drivers for game releases?

4 votes
Accepted

Why do some texture data formats only have the red channel?

4 votes
Accepted

Computing vertex normals in mesh triangle soup

3 votes

Is Relief Mapping techniques being used these days?

3 votes

Can you explain to me the Bresenham's line algorithm in simple terms?

3 votes
Accepted

vulkan perspective matrix vs opengl perspective matrix

3 votes

Noise and fragment shader

3 votes
Accepted

Is there a cost to querying a texture size inside a GLSL shader?

3 votes
Accepted

Techniques to implement a glow that encompasses a volume

3 votes
Accepted

$P^2$ vs projection plane

3 votes
Accepted

Real 3D interior room from 360 images

3 votes

Screen space line anti aliasing

2 votes

Output to more than one canvas texture in processing with shader OpenGL

2 votes
Accepted

How do I tell what kind of shader an hlsl shader is by looking at the code?

2 votes

Latency difference between texture copy on GPU vs CPU?

2 votes

Vulkan clear color is wrong

2 votes

is focal length equal to the distance from the optical center to the near clipping plane- openGL

2 votes

Degenerate case of normal computation in marching cubes

2 votes

Better Shadow Mapping Techniques

2 votes
Accepted

Transfer the texture between two different sets of uv

2 votes
Accepted

What does the z-buffer look like in memory?

2 votes
Accepted

Efficiency of different Processors and GPUs

2 votes

Why is browser-resized image crispy and manually-resized image blurry?

2 votes

PBR : generating dynamic HDR maps

2 votes

Existence of vanishing point

2 votes
Accepted

optional geometry shader

2 votes

Purpose and workflow of wireframe models

2 votes

Deriving formula for perspective correct interpolation

2 votes

question about true Lambertian reflection in Ray tracing in one weekend

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