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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20572#20572 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org