Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads.
I am doing this by storing a STD::Vector, and removing the oldest verticies once enough exist, and then calling glDrawArrays.
I am interested in switching to a shader based model, usually examples I see the VBO is generated at start and then that's basically it. What is the best route to go about creating geometry in real time, using shader / VBO approach