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High Performance Point Cloud Rendering #7366

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I'm not sure about most performant.
But I think you'll be able to achieve this by using a storage buffer written on the CPU and copied and bound in the GPU.
If there is 1 color per point and 1 vertex per point you should be able to use the vertex index directly to read the correct color in the shader.

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@superdump
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@benjaminrwilson
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@benjaminrwilson
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@geoproces
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@mosure
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