I’d like to create a GPU particle system where each particule is created in the Geometry shader. A GL_POINTS that returns a cone for example. I whould like not to do the math that creates the cone in the Geometry shader and use a mesh that was previously loaded in a VBO instead and use a lookup table to setup the new triangles.
Who should I proceed ? My idea is to use the texture() function and point to an FBO that represents the geometry I’m using.
Any better Idea ?