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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20586#20586 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

