Using computations from cuda in shaders (Point Splatting)

Hi everyone,

I want to render some nice looking fluid using the point splatting technique. At the moment I have got a VBO with positions (of my particles) and another with color information for each particle. In the shaders I just need a normal for every particle and everything would be fine. Unfortunately the normals are calculated in cuda.
Is there a way to access the normals from the shaders without copying everything back to the CPU?

Thanks in advance

Make a VBO to store the normals and bind them as normals via glNormalPointer - then you can let CUDA write into that VBO, like the SDK example simpleGL.

Oh dear that’s nice and easy - thanks a lot!