I would like to use a vertex buffer for my raytracer. The problem is that, I’m not sure if it’s the right structure to use to display my raytraced pixels. I’ve adapted a CUDA SDK (one that uses vertex buffers) and I’m trying to get it to display a grid of pixels on the screen.
What I initially thought to be a grid of pixels was a grid of rectangles/squares on zooming, by applying transformation matrix.
Has anyone got experience with vertex buffers? I don’t think I completely understand them! I initially wanted to use vertex buffers so I can lock() them - this is then compatible with the emulation mode and I can debug the CUDA code.
Please help if you can. If you need to see code let me know.