5

There isn't a DSA way to bind buffers to the feedback buffer bindings. But that's because transform feedbacks are objects, and there is a DSA way to attach buffers to transform feedback objects: GLuint buffer; glCreateBuffers(1, &buffer); //Fill in buffer's data. GLuint feedback; glCreateTransformFeedbacks(1, &feedback); ...


2

The complexity of this makes it seem like you don't really want to use transform feedback; you want to use a compute shader. Then, through indirect rendering and SSBOs, you can write whatever vertex commands data you want. The idea is that you have some number of indirect rendering commands (one command per set of instances). And for each instance you ...


1

Binding points (and other state) are still important when doing actual draw calls (stuff like VAOs, UBOs, SSBOs and programs are still bound). It's only bind-to-edit that was eschewed. In your case the most DSA way to do that would be: glCreateBuffers(1, &tbo); glNamedBufferData(tbo,sizeof(data), nullptr, GL_DYNAMIC_COPY); glBindBuffer(...


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