Hi,

Yes - PBO use DMA which is quite nice.  http://www.songho.ca/opengl/gl_pbo.html 
but you will be limited to the limitations of a texture (4096x4096 pixels at 
most systems)

Texture buffer objects can make about 2^27 texels accessible within a shader. 

And i belive i have to use bindable uniforms for PBO's to make the changed data 
quite fast accessible within my shader? Might that be right? 

Thank you!

Cheers,
Johannes

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