GameWorks OpenGL Graphics Samples Documentation
Bindless Graphics Sample
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
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
This sample implements the cascaded shadow mapping technique using Viewport Multicast and Fast Geometry Shader.
Conservative Rasterization Sample
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
This sample demonstrates various cubemap rendering techniques, including ones that use the Multi-Projection Acceleration feature introduced in Maxwell GM20x.
Deferred Shading MSAA Sample
This sample demonstrates how to render anti-aliased geometry when using a deferred shading pipeline.
Multi-Draw Indirect Sample
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
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
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
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.