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OpenGL Bindless extension applies to FBOs and textures?

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Does the new OpenGL bindless graphics extension also apply to FBOs and textures? For FBOs, is it possible to set them as the render target via address in the pixel shader? So no more calls to glDrawBuffer(s)? And the same question for textures, can/does this remove the need to call glBindTexture? When I read the Nvidia presentation, all I seem to be able to see is discussions about vertex buffer objects and shader parameters, but nothing about FBOs or textures.

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