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#ActualHodgman

Posted 18 July 2012 - 12:53 AM

I'm not the most experienced with this feature, but from what I know:
* You'll find some information by searching for "R2VB" (render to vertex buffer), but AFAIK, R2VB is only possible on certain, old (DX9/GL2?), AMD GPUs.
* On DX10(GL3?) GPUs, you should be able to tell the vertex shader to "stream out" (aka "transform feedback") the transformed vertices to a VBO, instead of rasterising them as triangles/primitives.
* On modern GPUs (DX11/GL4?) there might be a way to render to a texture, but then bind that texture resource as if it were a VBO (i.e. the same GPU memory allocation can be bound as a writeable texel buffer and as a readable vertex buffer), much like R2VB does.

#4Hodgman

Posted 18 July 2012 - 12:50 AM

You'll find some information by searching for "R2VB" (render to vertex buffer), but AFAIK, R2VB is only possible on certain, old (DX9/GL2?), AMD GPUs.

On DX10(GL3?) GPUs, you should be able to tell the vertex shader to "stream out" the transformed vertices to a VBO, instead of rasterising them as triangles/primitives.

On modern GPUs (DX11/GL4?) there might be a way to render to a texture, but then bind that texture resource as a VBO, much like R2VB does.

#3Hodgman

Posted 18 July 2012 - 12:49 AM

You'll find some information by searching for "R2VB" (render to vertex buffer), but AFAIK, R2VB is only possible on certain, old (DX9/GL2?), AMD GPUs.

On DX10(GL3?) GPUs, you should be able to tell the vertex shader to "stream out" the transformed vertices to a VBO, instead of rasterising them as triangles/primitives.

On modern GPUs (DX11/GL4?) there might be a way to render to a texture, but then bind that texture resource as a VBO.

#2Hodgman

Posted 18 July 2012 - 12:49 AM

You'll find some information by searching for "R2VB" (render to vertex buffer), but AFAIK, R2VB is only possible on certain, old, AMD GPUs.

On DX10(GL3?) GPUs, you should be able to tell the vertex shader to "stream out" the transformed vertices to a VBO, instead of rasterising them as triangles/primitives.

On modern GPUs (DX11/GL4?) there might be a way to render to a texture, but then bind that texture resource as a VBO.

#1Hodgman

Posted 18 July 2012 - 12:47 AM

You'll find some information by searching for "R2VB" (render to vertex buffer), but AFAIK, R2VB is only possible on certain, old, AMD GPUs.

On modern GPUs (DX11/GL4?) there might be a way to render to a texture, but then bind that texture resource as a VBO.

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