Here’s an example of using dynamic custom attributes in GLSL 1.2 and Cinder. I also found this link useful!
Recently been getting to grips with Cinder, OpenGL and GLSL for a project. I managed to get close to a million particles drawing at around 60fps Here’s what I did to achieve this: Firstly I created a VBO mesh that contained randomly positioned vertices (each vertex represented a root particle position). Using VBO meshes mean […]