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03:51
@MartinBüttner Yeah, the question rate really fell off. :( I've been trying to think of some more, but I have a hard time coming up with questions that aren't either easily googlable, or really hard research-level questions.
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2 hours later…
05:21
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Q: Is it possible to alpha blend multiple render targets using a specified alpha?

jeremyongSay I have render targets 0 through N and RT 0 happens to have in its fourth component an alpha channel specified by a material or mask or something. Is it possible to have the hardware compositor blend render targets 1 through N using the alpha of the first render target?

 
2 hours later…
07:15
@NathanReed I think we could use more "standard SO-style" questions, i.e. actual specific problems encountered in graphics programming. Unfortunately, I'm not currently working on any CG projects myself, and these are pretty hard to make up. The stencil test counting and marching cubes questions were my attempts to rehash problems I remember encountering a while ago.
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07:50
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Q: Avoiding z-fighting with coincident surfaces

MarkWhen rendering two overlapping co-planar surfaces, a common issue is "z-fighting", where the renderer can't decide which of the two surfaces is closer to the camera, giving visual artifacts in the area of overlap. The standard solution to this is to give the surfaces a slight offset when designi...

08:01
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Q: What happens when a question sounds on topic but answering would go off topic?

trichoplaxThis is a question about using several GPUs. As such it sounds on topic. However, a comment shows that the parallel use of GPUs is not the main problem: A good answer is predicated on knowing how the displays will be connected to the available GPUs (getting 9+ display outputs on a single comp...

08:25
I wish the question was a bit less generic but I decided to post "how to debug glsl" after all.
08:36
1
Q: How can I debug GLSL shaders?

Martin BüttnerWhen writing non-trivial shaders (just as when writing any other piece of non-trivial code), people make mistakes.[citation needed] However, I can't just debug it like any other code - you can't just attach gdb or the Visual Studio debugger after all. You can't even do printf debugging, because t...

 
2 hours later…
10:41
1
Q: Is long term continuous use of GPGPU safe for my GPU?

trichoplaxI'm looking to use my GPU for non-graphical calculations (artificial life simulations) but ideally I would like to leave this running for weeks at a time, 24 hours a day. Is there anything I should take into account before trying this? Is a GPU subject to overheating or shortening of its lifespa...

 
2 hours later…
12:40
I just got thinking... is there any alternative to GLSL and HLSL as shader programming languages go?
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Q: Sharing code between multiple GLSL shaders

Martin BüttnerI often find myself copy-pasting code between several shaders. This includes both certain computations or data shared between all shaders in a single pipeline, and common computations which all of my vertex shaders need (or any other stage). Of course, that's horrible practice: if I need to chan...

 
2 hours later…
14:56
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Q: Do you need to use a lowpass filter before downsizing an image?

Alan WolfeApparently bicubic pixel interpolation is good for scaling up or down an image (in real time or not). Is it recommended to use a lowpass filter before downsizing though, or does the bicubic sampling handle aliasing problems at all?

 
1 hour later…
16:08
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Q: Are questions about best practices on topic?

Martin BüttnerSome SE sites (notably SO) don't want questions about best practices as they can lead to opinionated answers. I think that is definitely a risk, but there's certainly also great value in such questions if they do get useful answers. As an example, I have posted such a question earlier today: Sha...


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