vertex shader using ping pong calculation to store data

edited September 2014 in GLSL / Shaders

This question is related to a classic technic in GLSL, which was implemented in the old GLGraphics library.

I want to use a vertex shader to generate and modify particles position, using a ping pong technic where the result is transmit from one buffer to a second one (and vice versa) without having to come back to CPU calculation. It can be very efficient for high number of particles.

GLGraphics had an implementation of this technic. Does the new implementaion of Processing 2 open such a possibility ?

Thanks.

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