Per Vertex Computation in OpenGL Tesselation
Based on the comment of "ratchet freak" I researched Transform Feedback Buffers and solved my problem that way.

I now generate the simulated points on the CPU and put them into a VertexBufferObject.
I generate a second VBO for the points (along with some others for velocity).
The connectivity of the cloth is given as an vertex-attribute in ivec4.

Using the transform feedback buffers and a Double-buffering trick using the two VBOs i can always read from the last step (using the connectivity info) and write to another buffer. This is in order to solve problems with concurrency. 

The calculations are done in the vertex-shader as GL_POINTS.
Binding the output of the first shader into another regular shader using additional index-buffer to generate triangles I can without trouble render the cloth any way I want.

This idea follows the transform feedback buffer example made in the book "OpenGL Superbible" http://www.openglsuperbible.com/