I am currently generating procedural meshes with Panda3D. I started with GeomVertexData and its high-level interface and am now using a simple pointer to the GeomVertexArrayData’s actual data to write faster.
I would like to be able to do that with a compute shader, to generate it directly on GPU and avoid the CPU-GPU transfer overhead, but I can’t find a way to do that with Panda3D’s Geoms.
Ideally, I would love to generate all the data in the compute shader(vertex positions, normals, and triangles), and still benefit from the Geom’s C++ interface (by subclassing or whatever)
Does someone have any suggestions ? I can’t find a way to get an openGL buffer handle from a GeomVertexData, or construct a GeomVertexData from one, so i’m kind of lost for now.