hi,

  I want to implement this technique:
  
http://download.developer.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/dynamic_amb_occ/docs/214_gems2_ch14.pdf
  for cs app.

  In short it calculates occlusion data for each vertex of the scene
  using GPU. This data can be written to:
  1. buffer
  2. texure

  ad1) rendering to buffer isn't supported in cs yet, so I would need to
  implement it. The best benefit of this way is easiness in binding
  this data to vertices later (I can just copy it to texcoords).

  ad2) rendering to texture is supported, though it is harder to bind
  this data with vertices. I would probably need to pass suitable texture
  coords of given "occlusion texture".

  Which way would be best? (1, or 2)

-- 
greetings,
 Piotr Obrzut                           mailto:[EMAIL PROTECTED]


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