Alright. I decided to tackle instancing, then if memory becomes an issue I can always dial it down. But I am trying to create a shader with 2 uniform block bindings, but the strangest thing happens.
However when I attempt to use b, it will fail. However the program does not crash.
When I disable a–not use it in my shader, and not populate in my cpps-- OpenGL will use b properly.
How would I use multiple uniform blocks?
GL_MAX_UNIFORM_BUFFER_BINDINGS gives 70, so I should be allowed 70 uniform blocks at maximum… right?