(Unfortunately couldn't find the answer myself)
Does a neat way to cache the geometry shader results in
OpenGL exist? (preferably
I'm building my geometry based on texture sampling and I want to do it only once. So, when the first frame of the scene is rendered, this geometry is build and I want to substitute the geometry building process with simple vertex / index buffer rendering.
I hope this can be achieved without intervening into the non-shader code, but if it doesn't, what should I do? I guess the geometry can somehow be "snapshotted" right before the rasterizing stage, can it?