Texture buffer from transform feedback

Hi all,

I currently have a geometry shader that outputs a large set of GL_POINT primitives. The output is bound as a texture, using the texture buffer object extensions. Point is that I have to bind this as RGBA32F_ARB texture. I was wondering if it is possible to lower the transform feedback resolution, so I can save some memory.

Thanks for your help!

Is there anyone that knows this? Let me put it differently: Is it possible to feedback variables from a geometry shader at lower precision?

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