im trying to render to render the solar system. each planet has 1 texture, the mesh is just a simple sphere. as you might know, jupiter isnt only rotation, it’s surface / atmosphere is relatively dynamic. thats why i thought i need transform feedback to capture dynamic texture coordinates. but not only jupiter, all hte gas planets have a dynamic surface.
i want to render all the planets with dynamic texcoords with 1 program object. i also want to have the texcoords in the same vertex buffer, by the way: the vertex buffer is double-buffered (“buffer ping-ponging”). to be able to animate to surface for each planet independently, i think i’ll use a texture layer for each planet that tells the vertexshader how to animate the sufrace at each point:
for each texel: (phi; theta) -> vec2 velocity
then: newtexcoords += velocity * time (will be captured)
how can i set the xfb_offset dynamically so that uranus’ texcoords dont override jupiter’s texcoords in the buffer ??
all the spheres will have the same vertexcount / mesh, only the texcoords should be animated independently.