#How to store vertex datas changed with a shader?
1 messages · Page 1 of 1 (latest)
Could you provide more context? What are you really doing?
My shader has two properties; position, texture1, texture2. I change position in runtime and it calculates the position between vertex and the position property.
And it changes vertex's texture if it is away
Example: Distance is 4.5f and my max distance is 4f so the textures changes to texture2 from texture1 for that vertex. But after that, i want to store the data and prevent that vertex to get texture1 data again.
@orchid fulcrum
But why? What effect are you trying to achieve
I am trying to make a fruit peeling effect.
It can be done without shader but it is too heavy for the cpu.
So I should make the mesh deformation and other texture effects within a shader.
And you use compute shader for that right?
Why you then talked about vertex shader earlier?
Well I don't know the "compute shader" term I thought they are the same thing
Nope
I worked with surface and vertex fragment shaders
Nope, not the same
Vertex/fragment shaders are not supposed to save anything. Compute shaders can read and write to render textures and buffers
So I should work on compute shaders
Yes