I don't understand why they would provide a specific construct just for allowing large arrays to be accessed from shaders (texture buffer objects), when said construct is slower than regular 2D textures for large arrays. Lolwhat?!?
I just wasted 1.5 hours trying out texture buffers. Well, it turns out they work well for tiny scenes (Cornell Box +25% performance), and terrible for large ones (real scenes -50% performance).
That was an annoying waste of time... :(
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