Task: Given a large Mesh or a collection of objects rendered with glMultiDrawElementsIndirect
I would like to highlight single vertices in the mesh or instances of the MultiDraw as efficent as reasonably possible. (C++/OpenGL)
So far I am using Vertexattributes for the Mesh and the Instances in MultiDraw to pass information to the shader what should be highlighted. Unfortunatly even flipping a single bit to change the highlight-status of a single vertex requires to rebuild the VertexAttrib Buffer and reupload that to the GPU which seems inefficent.
Question: Is this actually the right way to do it and if not what is the right way? I am sure wanting to accomplish this must be quite common but I couldnt find anything helpful so just pointing me in the right direction would be appreciated.