Timeline for Dynamic Array in GLSL
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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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 |
added 247 characters in body
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Jul 5, 2017 at 2:09 | history | asked | Archmede | CC BY-SA 3.0 |