I am reading up on how to implement a Render-To-Vertex-Array program, but given how fast OpenGL has changed, and the myriad of extensions, I am utterly confused.
I have managed to get Render-To-Texture via FBO working. Now, if I understand correctly, in order to read back the texture as vertices I have the option of using a PBO (which requires a copy on the GPU), or to ‘cast’ the FBO to a vertex array (http://delivery.acm.org/10.1145/1200000/…FTOKEN=18544134).
I am under the impression the latter is a more modern approach (according to this http://hacksoflife.blogspot.com/2006/10/vbos-pbos-and-fbos.html FBOs almost make PBOs obsolete). The darn thing is that I have no clue how to go about doing this ‘cast’ from FBO to VBO. After several days of fruitless searching, Google has not been my friend, and so I ask for help here.
p.s: I know I can use the texture in the Vertex Shader as a ‘displacement map’ but my texture contains lots of ‘empty space’, i.e, no vertices.