Random question to optimize a bizarro pipeline I have going.
I'm using a Geometry Shader + Transform Feedback right now to generate a data set. I want to then pass that data set through another Shader but have it addressable as a sampler2d because I need access to multiple data points in the next Shader (evaluating neighbors).
I know that I can use glGetBufferSubData to extract the output VBOs and then bind that data to a texture with the standard glTexImage2D stuff. But I'm wondering if there is a shortcut whereby I don't need to pull the information off of the graphics card or copy it from one location to another using a COPY_WRITE_BUFFER or whatever. Can I just rebind the VBO somehow and get it treated as a texture addressable by a sampler2d?
Please feel free to ask questions if that's not clear. It's a mouthful...