I have an OpenGL engine built using bindless textures, which allows me to store all materials in an UBO and drawing thousands of instances with different materials in one pass, by accessing the textures (of arbitrary size) based on the instance's material id which is an integer.

This works well, but I've decided to port the engine to GLES 2 so it can be used in a browser or mobile.

Since that far as I know, GLES does not support bindless textures, what would be a fallback that would allow instanced material access as mentioned?


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.