WebGL: Particle engine using FBO, how to correctly write and sample particle positions from a texture?
问题 I suspect I'm not correctly rendering particle positions to my FBO, or correctly sampling those positions when rendering, though that may not be the actual problem with my code, admittedly. I have a complete jsfiddle here : http://jsfiddle.net/p5mdv/53/ A brief overview of the code: Initialization: Create an array of random particle positions in x,y,z Create an array of texture sampling locations (e.g. for 2 particles, first particle at 0,0, next at 0.5,0) Create a Frame Buffer Object and two