I’m a bit confused about accessing a TBO using a shader. Do they actually bind to a texture number? (glActiveTexture(GL_TEXTURE1)). I’m currently working with the new samplerBuffer sampler. Problem is that I want to provide 2 TBO’s to my vertex shader. How do I provide them as a uniform variable to my shader?
For rendering you use them like any other texture by binding the texture_id to texture unit using the GL_TEXTURE_BUFFER_EXT target and setting the sampler uniform to index of that unit.
Thank for the replies. I’m slowly getting the hang of how TBO’s work. Is there a way to copy buffer objects GPU-side? So without mapping the buffer, or copying to CPU.