OpenGL 3.1 introduced two new sources from where shaders can retrieve their data, namely uniform buffers and texture buffers. These can be used to accelerate rendering when heavy usage of application provided data happens, such as a skeletal animation, especially when combined with geometry instancing. The functionality has been in the core specification for about a year now, and there are few demos out there to show their usage. As such, there is a lot of confusion about when to use them and which one is more suitable for a particular use case. This article is an attempt at clearing up any confusion, and hopefully will show in a simple manner, which buffer should be used for your needs.
Jan 19, 2010 | Category: Developers •