Generating geometry when using VBO
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onedayitwillmake
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Published on 2011-03-12T22:01:13Z
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2011/03/13
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Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads.
I am doing this by storing a STD::Vector, and removing the oldest verticies once enough exist, and then calling glDrawArrays.
I am interested in switching to a shader based model, usually examples I see the VBO is generated at start and then that's basically it. What is the best route to go about creating geometry in real time, using shader / VBO approach
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