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    wow yes that's great, thanks its working! I'm...

    wow yes that's great, thanks its working!

    I'm just curious, is this only available on Nvidia cards like GTX 680+ because I would like to make my application as compatible as possible.
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    GLSL fragment texturing with instancing

    In a nut shell: Is there a way to have a specific texture bound depending on what instance is currently processed?

    This idea can apply to many uses, for example a cube would only need to be...
  3. Hmm, I wasn't aware of that. I am fairly new to...

    Hmm, I wasn't aware of that. I am fairly new to this modern OpenGL, seems like they should just make it even lower level and enable basic C style ideas. The name "Texture buffer" should instead be...
  4. I guess that will have to do for now. I believe...

    I guess that will have to do for now. I believe what I am trying to achieve is reasonable, I am quite disappointed that this has not been provided. That texture buffer solution is rather hackish and...
  5. VBO Instancing - Attribute per Vertex per Instance

    As I understand it, glDrawArraysInstanced() will draw a VBO n times.
    glVertexAttribDivisor() using 1, so that each instance has a unique attribute in the shader. So far I can pass a different color...
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