I need to be able to bind a texture (representing an input array of data) into a buffer against which I will run a shader program (the function that I want to perform on the data) and place the outcome of the shader program into a buffer from which I can extract the output array.
I'm struggling with a few handicaps -
- I'm using my PowerBook for this and support for OSX by JOGL is still a bit flakey.
- I've never programmed using GL APIs before so I'm having to learn them from scratch.
- Once I've grasped enought of the APIs, I still have to master at least one shader language.
I'm going to struggle on and hopefully I'll have a bitonic sort algorithm implemented before too long.
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