ios7 - access to VBO from vertex shader with OpenGL ES 3.0 -


I have four VBOs (buffer, buffer, buffer and buffer) and two programs (program 1 and program 2). I <<>

The main stages of the argument are:

  glUseProgram (progran1); Glubbind Buffer (GL_ARRAY_BUFFER, buffer); Glybint buffered (GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer B); GlBeginTransformFeedback (GL_POINTS); Glaudrares (GL_POINTS, 0, vertex1 number); GlEndTransformFeedback (); Swap (buffer, buffer b); GlUseProgram (progran2); Glubbind Buffer (GL_ARRAY_BUFFER, Buffer C); GLBintBuferBase (GL_TRANSFORM_FEEDBACK_BUFFER, 0, Buffered); GlBeginTransformFeedback (GL_POINTS); GlDrawArrays (GL_POINTS, 0, Vertex2Count); GlEndTransformFeedback (); Swap (buffer c, buffer d);  

Question: What do I need to do to get access to Program 2 from Buffalo? Can I bind the bufferbag in some form of texture and read it with Texfetch?

I am using iOS 7 and OpenGL 3.0

Yes, you You can use buffer as PBA and then make a texture with your buffer.

  glBindBuffer (GL_PIXEL_UNPACK_BUFFER, buffer B); Some languages; GlActiveTexture (GL_TEXTURE0); Glagtaxtriter (1, and some texts); Globinated (GL_TEXTURE_2D, some texts); GlTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA32F, 1, sizeofferbuffer, 0, GL_RGBA, GL_floyet, nullifier); // nullptr is interpreted as offset in your buffer  

In the case of the use of POO, TexImage * works fast because the CPU is not included in the texture initialization

The approach is that texture is not allowed to change. But if you are applying the repetition method you can use "pin pong strategy" (previous and new states have different buffers, swap after visualization).


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