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PBORenderToVertexArray

Version: 1.1

Posted: 2006-10-02

Build Requirements: Mac OS X v.10.4.3 and Xcode 2.3

Runtime Requirements: Mac OS X v.10.4.3 and a graphics card that supports the FBO and PBO extensions

View Source Code:

Download Sample (“PBORenderToVertexArray.zip”, 92.6K)
Download Sample (“PBORenderToVertexArray.dmg”, 153.5K)



Description

This sample demonstrates render-to-vertex-array using FBO, PBO, and VBO.

A VBO is allocated with storage and indices for an N x N mesh.

Then content is drawn into an N x N texture attached to an FBO.

The pixel data is copied from the FBO into the VBO, by binding a PBO to the VBO id and calling glReadPixels.

Now the pixel RGBA colors can be used as vertex XYZW data.

Document Revision History

Date Notes
2006-10-02Minor revision to the OpenGL extension checking code.
2006-09-25Minor revision to the OpenGL extension checking code.
2006-09-21This sample demonstrates render-to-vertex-array using FBO, PBO, and VBO.



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