I would like to bind for example 80 textures on one mesh and put it in my VBO. How can I achieve this?
I've read glActiveTexture is able to do that, however it allows max around 32 textures (GPU dependant).
My VBO code:
//Generating VBO
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d) + textureCoords.size()*sizeof(Vector2d), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size()*sizeof(Vector3d), vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d), textureCoords.size()*sizeof(Vector2d), textureCoords.data());
glGenBuffers(1, &IND);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
//Drawing VBO:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexPointer(3, GL_DOUBLE, 0, 0);
glTexCoordPointer(2, GL_DOUBLE, 0, (void*)(vertices.size()*sizeof(Vector3d)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void*)0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);