I try to implement a position based cloth simulation using hardware tesselation. This means I want to just upload a control quad to the graphics card and then use tesselation and geometry shading to create the nodes in the cloth.
This idea follows the paper:
Huynh, David, "Cloth simulation using hardware tessellation" (2011). Thesis. Rochester Institute of Technology http://scholarworks.rit.edu/theses/265/
I know how to use tesselation to create the simulated points. What I don't know is how to store the computated information into a framebuffer.
The geometry and also the tesselation evaluation shaders have informations needed for the per-vertex computations. But can they directly write into the framebuffer?
The fragment-shader I know can write to the framebuffer, but my information would be interpolated and I would no longer know what to write at which position.