(Warning - this might be a noob question)
On one hand, we have an ssbo that basically contains an array of Particles structs with all sorts of fields.
On setup(), we manually set all particles postions to form a plane.
Every time update() gets called, this ssbo is being accessed by a compute shader that recalculates particles positions.
Then, from draw(), we draw those vertices with gl::drawArrays()
That works well, however our “plane” is being rendered just as a grid of vertices, so we have no texture, shading etc.
On the other hand, we have VboMeshApp sample app, where a VboMesh is created using a geom::Plane and then easily drawn with a texture.
My question is - What is the best/most natual way of combing these two approches? how can I “wire” a GPU-based physics engine to a VboMesh that was created with a geom::Source object?