So I've started learning about ARB_Bindless_texture, allowing me to use memory pointers for textures instead of binding to the limited texture units.
I currently load my textures into the GPU, read the handle using ARBBindlessTexture.glGetTextureHandleARB(tex);
and then bind that to a sampler uniform later on when rendering. Although I get an "Invalid Oparation" opengl error when calling glUniformHandleui64ARB() to link the texture with the sampler... in the documentation, it says:
The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB if the
sampler or image uniform being updated has the "bound_sampler" or
"bound_image" layout qualifier.
But I don't properly understand what this means... I've never heard of a 'bound_sampler' qualifier...
Please could someone more experienced help me out with this one... I'm stumped as the documentation is very limited at this point.
Jon.