Timeline for Send Geometry Data to Multiple Shaders
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Oct 7, 2020 at 17:41 | comment | added | bay jose | This was more of an approach question, I haven't tried to implement this yet, I wanted to know if there was a way to send data in parallel to multiple shaders. It was probing for information on how to implement this concept to help me better decide how to do what I want to do. | |
| Oct 7, 2020 at 17:36 | comment | added | DMGregory♦ | Always test and profile to see if it's behaving as you want. If it's not, post here with a Minimal Complete Verifiable Example showing how you've implemented the feature and how the results differ from what you want/expect. | |
| Oct 7, 2020 at 17:30 | comment | added | bay jose | Ah! I didn't realize the buffers were not flushed when using a different shading program. So i should just be able to use shader A, buffer my VAO into V-Ram do shader A's drawArraysInstanced then use shader B for lights, and the data will still be there. Cool Cool, did not realize this! | |
| Oct 7, 2020 at 17:27 | comment | added | DMGregory♦ | Generally you have two steps: 1) upload a buffer of geometry information to the GPU, 2) invoke a particular shader program using that geometry information. These are wholly separate operations. Step 2 doesn't delete the step 1 data from the GPU and force you to re-upload it again. It's still there. You can just do step 2 again with the same geometry buffer and a different shader program. Where have you run into difficulty implementing this? | |
| Oct 7, 2020 at 17:03 | history | asked | bay jose | CC BY-SA 4.0 |