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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.
Answers
Should be possible. Someone just has to port the example from GLGraphics to Processing's PShader. Perhaps you can give it a try...
For inspiration, see: https://github.com/SableRaf/Processing-Experiments/tree/master/2013/Shaders/PingPongFBO