[osg-users] Context specific UniformBufferObject

David Heitbrink david-heitbrink at uiowa.edu
Wed Nov 9 09:00:07 PST 2016

I am currently using a UniformBufferObject, to setup bindless textures. I have a UniformBufferObject, that I am using to upload to bind an array of texture handles.  I added extensions, glGetTextureHandle, and glMakeTextureHandleResident to setup the texture handles - UBO. 

I have a class I have extended Texture2D with, and on the first time apply is called, I setup my array of textures. With that being said, to extend this to support multiple context, what would be the best way to setup a UBO with context specific data?

I can post my code, if any one wants. I did extend OSG to support 64 bit uniforms, #extension, and the added extensions relevant to bindless textures to OSG, and do plan on submitting the code once I have this last part figured out. 

The extended Texture2D object is part of an OSG example, so not needed for the code changes I made to OSG.

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