I’ve hit a bit of a snag, and I can’t find some examples that are going to help me solve this without someone that knows better.
I want to basically get a VboMesh into a Compute shader. I have an initial buffer that will hold my results, but I want to also pass in meshes, to process and rasterize to my buffer.
What I have so far, I am not even sure it makes sense honestly. It’s doesnt help that I get confused around the Vao and Vbo connections.
Does anyone have any example of binding VboMesh and it’s attribute layout to a compute shader? Or can offer me some direction?
and stick to a convention similar to GL_TRIANGLES (every 3 vertices create 1 triangle). You can then take that data and render directly to an output image.
I had actually considered that. The only thing stopping me is it sounded crazy to me, importing the mesh as a standard VBOMesh… then converting that into that custom ssbo struct. But I might look into that. Otherwise, I have to find a new method of importing my meshes.
Kind of like a path tracer. Looking at voxel cone tracing.