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OpenGL ES 3.0 Cookbook by Parminder Singh

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Transform feedback particle system with sync objects and fences

The previous example of the particle system demonstrated that the animation of the particles with highly CPU bounded operations. Typically, the core parameters of the vertex, such as color, position, and velocity are always computed on the CPU-side. The vertex information flows in the forward direction. In this, the data information is always sent from the CPU to the GPU and is repeated for subsequent frames. This fashion incurs delays as one has to pay for the latency it takes from the CPU to the GPU.

However, it will be wonderful if the vertices got processed on the GPU and reused in the next frame. This is where the new OpenGL ES 3.0 feature called transform feedback comes into ...

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