I´m just starting with GLSL so most probably a simple question - I´m working on a terrain algorithm from NVIDIA (described in GEMS), where is mentioned:
we can render the (x, y) geometries of all terrain blocks using a single read-only vertex buffer and index buffer, by letting the vertex shader scale and translate the block (x, y) geometry using a few parameters.
so if I understand, for most of the blocks I make only one VBO block (for example 64x64) and then ´translate´ it in shaders.
My question is: how to do that? - I have made one VBO block 64x64 (in webGL), so now I should ´copy-paste´ it via shaders.
Any help more that appreciated.