Running openGL 3.1, the question is simple.
From GLSL site, here is how one can define array of uniform buffer blocks:
uniform BlockName
{
vec3 blockMember1, blockMember2;
float blockMember3;
} multiBlocks[3];
Now, is it possible to have dynamic number of these multiBlocks? There are no pointers in GLSL so no “new” statement etc.
If not, is there other approach to send dynamic number of elements?
My block is currently packing four floats and one vec2.
I haven’t wrote shader yet so you can suggest anything, thanks 😉
Ok so i wrote also to openGL forum and this came out
So basicaly you have 3 solutions:
Uniform buffer objects or Texture buffers or static array with some high number of prepared elements and use another uniform for specifying actual size.
The last one could be upgraded with OneSadCookie’s definition of max size in compile time.