GameWorks OpenGL Graphics Samples Documentation
Bindless Graphics Sample
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This sample demonstrates the large performance increase in OpenGL that is made possible by 'Bindless Graphics'. These extensions allow applications to draw large numbers of objects with only a few setup calls, rather than a few calls per object, thus reducing the driver overhead necessary to render highly populated scenery.
BlendedAA Sample
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This sample implements a two-pass additive blending anti-aliasing technique using Target-Independent Rasterization (TIR), which should give comparable results to MSAA with a reduced memory footprint.
Cascaded Shadow Mapping
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This sample implements the cascaded shadow mapping technique using Viewport Multicast and Fast Geometry Shader.
Conservative Rasterization Sample
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This sample demonstrates the pixel-level effect of enabling the conservative rasterization feature supported in OpenGL. It allows applications to shade every pixel whose area is touched by a fragment, rather than only those touching specific samples.
Cubemap Rendering Sample
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This sample demonstrates various cubemap rendering techniques, including ones that use the Multi-Projection Acceleration feature introduced in Maxwell GM20x.
Deferred Shading MSAA Sample
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This sample demonstrates how to render anti-aliased geometry when using a deferred shading pipeline.
Multi-Draw Indirect Sample
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This sample demonstrates how to use extensions to OpenGL to offload the CPU in generating rendering work when you have a large number of objects in a scene. The extensions and core features used are a subset of the features commonly known as 'AZDO' (For Approaching Zero Driver Overhead)
Normal Blended Decal Sample
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The Normal Blended Decal Sample demonstrates how to use the OpenGL PSI (Pixel Shader Interlock) feature to blend normals when drawing screen-space decals. This sample compares the performance of PSI with glMemoryBarrier.
NV Command List Sample
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This sample demonstrates the use of the NV_command_list extension. In this sample the NV_command_list is used to render a basic scene. Texturing is performed via ARB_bindless_texture.
Weighted Blended OIT Sample
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Weighted Blended OIT Sample demonstrates how plausible OIT (Order Independent Transparency) can be rendered in a single geometry pass without any depth sorting, as described in McGuire and Bavoil 2013. The idea is to use additive blending to compute a weighted average of the translucent colors with a weighting function that falls off as the linear depth increases. This sample compares the quality and performance of Weighted Blended OIT with Depth Peeling.