Is there a way in OpenGL to render a vertex buffer using multiple independent textures in VRAM without manually binding them (i.e. returning control to the CPU) in between?
Edit: So I'm currently rendering objects with multiple textures by rendering with a single texture, binding a new texture, and repeating, until everything is done. This is slow and requires returning control to CPU and making syscalls for every texture. Is there a way to avoid this switching, and make multiple textures available to the shaders to choose based on vertex data?
glActiveTexture. Bind several textures at once to different units. No need for there to be any correlation between them, size or otherwise. - Tommy