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binding textures into the single faces with va and rendering it with single call

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Is there available some glBindImagePointer () proc in ogl that can be used with va to control image bindings while rasterizing vertex array in one call?

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i can bind images normal way with va, if i raster
geometry per triangle calling glDrawElements (), but
this way, va loose it effect. How to render large chunks of geometry in one glDrawElements () call and still control different images binding with it?

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Guest Anonymous Poster
I don''t know, but you can try binding textures in loop.

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