Part of my program loads and uses OBJ files, some of the objects are quite complex and I’d like to have a way in which I can apply textures in a fast way.
Storing the vertices, normals and texture coordinates in a VBO is fine, I already do that; however is there some way to also store the glBindTexture() directives?
I’d like to be able to just make ideally a single call as in with glDrawArrays() which would then not only use the VBO data for the vertices, normals and texture coordinates – but also bind the appropriate texture as specified by some form of indices.
Is this even possible?
What is the correct manner of doing this, i.e. rendering a complex object with many different textures in a fast way?
I’ve looked at multitexture but that seems to be for applying several textures on the same face – not what I’m looking for.