Hi,

I'm not quite sure but it seems that 
http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt

is something different than:
http://www.opengl.org/registry/specs/EXT/texture_buffer_object.txt

Although the way of binding the buffer seems initially the same. 

I just want to use float's within my shader and beeing able to exchange the 
values quite fast. 

When storing floats within a sampler2d uniforms you have to reinitalise the 
texture each time you change a piece of your data (texture).

When using texture buffer objects you just have to rebind the data object which 
is in my mind faster than texture reinitialization. See 
http://www.jotschi.de/?p=424 for a opengl example.

I belive pbo's can't be used within glsl? Tbo's can. Maybe thats the difference?

Thank you!

Cheers,
Johannes

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http://forum.openscenegraph.org/viewtopic.php?p=20572#20572





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