I recently covered the topic of how to load vertex data from a buffer geometry into a DataTexture and thus have full access to all vertex coordinates in the shader. Here is the link to the topic and there is a github link to the repository.The repository below (BufferGeometry-from-DataTexture)
If I now increase the resolution of the bufferGeometry, I notice that something happens between 60 and 64. With 60, i.e. 60x60 bufferGeometry vertices, everything still works. But if I set the resolution to 64, the buffer geometry disappears and all vertices are in the origin. Does anyone know an elegant solution how I can improve my repository so that it is e.g. also works with much higher resolutions?
If I would want to use a texture to store the data of vertices, I’d make it not 1 pixel line-like, but more rectangular (or I don’t know how to explain it better)
Here is a very rough example, that works with WebGL2 only, as it utilizes texelFetch and gl_VertexID. Pretty much doable with WebGL1, just more calculations.