since some time I take a look into the “GLSl-world” and figure out how to write shaders and how to use them in the bge…
Now after I have some basic knowledge and experience (more or less:D) I think it would be nice if we could use Vertex Buffer Objects and similar methods to store data to the GPU memory in the bge to save transfer time for data that don’t must pass to the gpu every frame (or other advantages).
But by default it’s not possible to do this in the bge (so far I know).
I think it could be possible to create and bind VBOs with bgl or OpenGl (pyOpenGL) like hg1 it use for some other features that are not available in the bge by default.
But before I spend much time to figure out how to do that I want to know what you think about that. Do you think it’s works and it’s possible to use VBOs (and the other things) in shaders in the bge or will it not work even with this trick in the bge at the moment ?