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(OpenGL 3.1 - 4.2) Objects take up all of the screen space...

openglopengl-3opengl-4

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GL_CULL_FACE makes all objects disappear...

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Why is my OpenGL 3.3 Application not drawing anything?...

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Can I explicitly disable deprecated OpenGL functions in my code?...

c++openglopengl-3

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"invalid enumerant" when creating 16-bit texture...

openglopengl-3

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Which OpenGL functions are not GPU-accelerated?...

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Problems outputting gl_PrimitiveID to custom frame buffer object (FBO)...

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weird behavior of glVertexAttribPointer...

openglopengl-3

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Anisoptropic filtering and multisampling...

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Picking triangles in OpenGL core profile when using glDrawElements...

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OSX available OpenGL ARB extensions...

macosopenglopengl-3

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Matrix components and dot product...

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Is it reasonable to target OpenGL 3.2 in modern games?...

openglopengl-3

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Program pipeline shaders variable exchange...

openglopengl-3

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Cannot compile GLSL 3.30 shader with group array in Qt 4.7 application using QGLShaderProgram...

qtopenglglslshaderopengl-3

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NSOpenGLView with OpenGL 3.2 Core...

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Framebuffer Object creation error...

openglopengl-3

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Using more than one index list in a single VAO...

openglopengl-3

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GL_ALPHA8 was removed from OpenGL 3.1, what are the alternatives?...

openglopengl-3

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How to set up vertex attributes in OpenGL?...

vboopengl-3

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OpenGL - problems on certain graphics cards...

c++visual-studio-2010opengl-3

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How to fill the plane with a list of smaller squares using nested loops in OpenGL?...

calgorithmopenglopengl-3

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wglCreateContextAttribsARB fails on NVIDIA Hardware...

c++winapiopenglnvidiaopengl-3

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glBindFramebuffer causes an "invalid operation" GL error when using the GL_DRAW_FRAMEBUFFE...

c++openglopengl-3

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Trying to implement Render to Texture...

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New to OpenGL and deprecation...

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Can a ARB program(shader pair) use non ARB buffer objects and vertex arrays?...

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How to use glPixelTransfer, glTexEnv and glRasterPos in openGL 3.1?...

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Multiple context with different version...

openglopengl-3

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How should I do depth independent blending?...

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