Hi everyone,
I am creating an OpenGL program which will dynamically create BufferObjects and send them to the fragment shader. Those BufferObjects look like this:
struct Node{
... various variables... (uint, int, float)
};
struct BufferObject{
.... various variables... (uint, int, float)
int size_of_data;
Node data[];
};
Each object will have a data[] of different size, so I cannot use a fixed size for data[], and I do not know from the start how many BufferObjects I will have (can be up to thousands of objects).
What is the best way to send those Objects to the fragment shader and accessing them all?
I was trying to create a buffer for each object. But I do not know how to access the buffers, i.e. lets say I know that I created 500 Objects and sent each to the shader in a buffer (GL_SHADER_STORAGE_BUFFER), how can i access object 456?
Thanks a lot for your help.