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Handmade Hero»Forums»Code»Texture per quad without bindless.
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Texture per quad without bindless.
2 years, 11 months ago
An alternative to using bindless textures for getting a different texture per quad is using a texture array.

Basically this means using glTexSubImage3D to upload the different textures to different "z" indices of the texture. Every 3.0 implementation must support at least 256 Z layers per 2D array which is plenty for the HMH assets. Every layer must be the same size though.