I am having trouble in understanding how CUDA and OpenGL interoperate when rendering images.
From what I understood there are two main ways for drawing from CUDA, one involving the PBO and one involving the VBO ( source: https://www.nvidia.com/content/GTC/documents/1055_GTC09.pdf ).
I have the following questions:
-If I fill a properly mapped VBO through a cuda kernel, should I also write a shader program?
-Is it right that the vertex buffer undergoes all the rendering pipeline anyways, while the pixel buffer doesn’t?
-Which guidelines can I follow to decide the use of PBO instead of VBO?