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Timeline for Dynamic Array in GLSL

Current License: CC BY-SA 3.0

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Jan 9, 2021 at 10:14 answer added Kaan E. timeline score: 4
Dec 23, 2020 at 23:24 comment added pmw1234 There are also Shader Storage Buffer Objects that you can read about here: khronos.org/opengl/wiki/Shader_Storage_Buffer_Object And in vulkan there are "unbounded arrays" that are declared in GLSL like this: layout(binding=10) uniform sampler2D TextureUBA[];" (sampler2D is just an example) I'm not sure how that is set up in OpenGL though. The last version has very large limits but both of these have a performance penalty which varies depending on how the memory is accessed.
Dec 23, 2020 at 13:29 answer added Graham timeline score: 3
Jul 5, 2017 at 17:57 vote accept Archmede
Jul 5, 2017 at 8:11 answer added PaulHK timeline score: 21
Jul 5, 2017 at 2:15 history edited Archmede CC BY-SA 3.0
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Jul 5, 2017 at 2:09 history asked Archmede CC BY-SA 3.0