Reputation: 61
Is there a method for binding only a single attribute of a VBO to a texture buffer object?
Problem is, I use an interleaved VBO for drawing spheres with the attributes position, radius and another one. Now, I want to use another shader which draws other stuff using instanced geometry at the positions in my sphere VBO. What I could do is just texelFetch() the data I need which is really ugly concerning the needed alignment (VBO attributes have different size) and the unused space, which is bad because of the limited size of a texture buffer. Another way could be copying only the data I need from one VBO to a separate VBO, but that's not really satisfying either.
So... is there another possibility?
Upvotes: 0
Views: 574
Reputation: 473407
Buffer textures do not have attributes. So what you're talking about doesn't make sense.
Also, VBOs are not a thing; there is no such thing as a "VBO". There are simply buffer objects and different uses for them. glVertexAttribPointer
does not modify the buffer object. It just tells OpenGL's vertex reading system how to fetch data from it. Other systems that fetch data from buffer objects use their own mechanisms for doing so, which are entirely separate.
Like buffer textures.
If you want to "draws other stuff using instanced geometry", why don't you just use instancing? Apply a divisor (presumably of 1) to those attributes, so that they will only get different values for different instances.
Upvotes: 1