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284 votes
3 answers
15k views

I am reading an awesome OpenGL tutorial. It's really great, trust me. The topic I am currently at is Z-buffer. Aside from explaining what's it all about, the author mentions that we can perform custom ...
Armen Tsirunyan's user avatar
249 votes
13 answers
228k views

I need to debug a GLSL program but I don't know how to output intermediate result. Is it possible to make some debug traces (like with printf) with GLSL without using external software like glslDevil?
Franck Freiburger's user avatar
247 votes
11 answers
178k views

How do you render primitives as wireframes in OpenGL?
user avatar
210 votes
5 answers
84k views

There are already a number of questions about text rendering in OpenGL, such as: How to do OpenGL live text-rendering for a GUI? But mostly what is discussed is rendering textured quads using the ...
Ben Voigt's user avatar
  • 286k
190 votes
17 answers
9k views

There is something I have never understood. How can a great big PC game like GTA IV use 50% of my CPU and run at 60fps while a DX demo of a rotating Teapot @ 60fps uses a whopping 30% ?
jmasterx's user avatar
  • 54.5k
176 votes
5 answers
117k views

I'm learning glsl shading and I've come across different file formats. I've seen people giving their vertex and fragment shaders .vert and .frag extensions. But I've also seen .vsh and .fsh extensions,...
Samssonart's user avatar
  • 3,633
175 votes
5 answers
141k views

I've read some tutorials regarding Cg, yet one thing is not quite clear to me. What exactly is the difference between vertex and fragment shaders? And for what situations is one better suited than the ...
adivasile's user avatar
  • 2,517
162 votes
2 answers
56k views

I'm confused about concept of Framebuffer and Renderbuffer. I know that they're required to render, but I want to understand them before use. I know some bitmap buffer is required to store the ...
eonil's user avatar
  • 86.8k
158 votes
3 answers
50k views

From what I gather, glActiveTexture sets the active "texture unit". Each texture unit can have multiple texture targets (usually GL_TEXTURE_1D, 2D, 3D or CUBE_MAP). If I understand correctly, you ...
mpen's user avatar
  • 285k
148 votes
5 answers
93k views

I am just starting to learn OpenGL today from this tutorial: http://openglbook.com/the-book/ I got to chapter 2, where I draw a triangle, and I understand everything except VAOs (is this acronym OK?). ...
Patrick's user avatar
  • 1,966
147 votes
6 answers
102k views

I'm new to OpenGL and I'm a little overwhelmed with all of the random functions that I have in my code. They work and I know when to use them, but I don't know why I need them or what they actually do....
Alexander's user avatar
  • 3,047
127 votes
9 answers
88k views

I'm having trouble distinguishing the practical difference between calling glFlush() and glFinish(). The docs say that glFlush() and glFinish() will push all buffered operations to OpenGL so that one ...
jay.lee's user avatar
  • 19.9k
125 votes
9 answers
191k views

Is there free OpenGL support libraries for C#? If so, which one do I use and where do I find sample projects? Does C# provide classes for OpenGL?
MegaByte's user avatar
  • 6,845
123 votes
2 answers
95k views

I want to know if "if-statements" inside shaders (vertex / fragment / pixel...) are really slowing down the shader performance. For example: Is it better to use this: vec3 output; output = input*...
Thomas's user avatar
  • 2,289
123 votes
1 answer
282k views

I can't get the additional libraries I am working with to link into my project properly. I am using CLion, which uses cmake to build its projects. I am trying to use several libraries in conjunction ...
Cache Staheli's user avatar

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