Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 5936893
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 22, 20262026-05-22T15:27:45+00:00 2026-05-22T15:27:45+00:00

In the vertex shader program of a WebGL application, I am doing the following:

  • 0

In the vertex shader program of a WebGL application, I am doing the following:

Calculate gl_Position P using a function f(t) that varies in time.

My question is:

Is it possible to store the updated P(t) computed in the vertex shader so I can use it in the next time step? This will be useful for performing some boundary tests.

I have read some information on how textures can be used to store and updated vextex positions, but is this feasible in WebGL, since even texture access from a vertex program is unsupported in OpenGL ES 1.0?

For a more concrete example, let us say that we are trying to move a point according to the equation R(t) = (k*t, 0, 0). These positions are updated in the vertex shader, which makes the point move. Now if I want to make the point bounce at the wall located at R = (C, 0, 0). To do that, we need the position of the point at t – dt. (previous time step).

Any ideas appreciated.

Regards

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-22T15:27:45+00:00Added an answer on May 22, 2026 at 3:27 pm

    In addition to the previous answers, you can circumvent vertex texture fetch by PBOs, but I do not know, if they are supported in WebGL or GLES, as I have only desktop GL experience. You write the vertex positions into the framebuffer. But then, instead of using these as vertex texture, you copy them into a vertex buffer (which works best via PBOs) and use them as a usual vertex attribute. That’s the old way of doing transform feedback, which I suppose is not supported.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm making a simple WebGL demo. I have a simple vertex shader that takes
In a Direct3D application (managed), should I recreate the vertex buffer every time I
using '#version 330 core' on NVIDIA, By using glBindAttribLocation(program, 0, in_Vertex); the input vertex
I have a line in a vertex shader gl_Position = gl_ModelViewProjectionMatrix * vertex; I
I have the following GLSL vertex shader: attribute vec3 a_vTangent; attribute vec3 a_vBinormal; attribute
I have the following vertex shader : uniform mediump mat4 projMx; attribute vec2 a_position;
I run into the following problem.I load my shaders from files.The shader program ,when
I'm trying to transform vertices with a shader program, but i can't understand the
Is it possible to set the color of a single vertex using a GLSL
I am trying to add some shaders to my old OpenGL program that draws

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.