Chapter 11. Advanced Data Management
What You’ll Learn in This Chapter
• How write data into buffers and textures directly from your shaders.
• How to get OpenGL to interpret data in a flexible manner.
• How to directly share data between the CPU and the GPU.
So far in this book you have learned how to use buffers and textures to store data that your program can use. Buffers and textures can be bound to the OpenGL pipeline for writing in the form of transform feedback or framebuffers. In this chapter, we’ll cover a few of the more advanced techniques involving data and data management. We’ll dive into texture views, which allow you to apply more than one interpretation to data. We’ll take a deeper look at texture compression and use a compute ...
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