Computing Vertex Buffer Object entries in the fragment shader

I am working on a morphable model at the moment. I have a dataset of some heads and want to morph between them.
i compute my vertices in the fragment shader (since i have 24 pipelines there) as a linear combination of my datas of the dataset. I write the result in a Vertex Buffer Object, which I received as a sampler2D in my frag shader. I am not quite sure if my Vertex Shader in a second rendering pass has the possiblity to access this data or if I have to pass it pack to the CPU first, what would be kind of a loss since the appropriate data is already in shared memory between vertex and texture memory.

Readback data into some PBO, then rebind that PBO as VBO and setup vertex pointer. This should work…


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