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Editorial Team
Asked: June 17, 20262026-06-17T08:58:33+00:00 2026-06-17T08:58:33+00:00

I am coding a wavefront (.obj) loader with VBO’s. When usemtl is called, I

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I am coding a wavefront (.obj) loader with VBO’s.

When “usemtl” is called, I am thinking about sending textureID together with vertex, texCoord and normal data.

With that texture ID can I bind the texture inside vertex/fragment shader without calling glBindTexture?

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  1. Editorial Team
    Editorial Team
    2026-06-17T08:58:34+00:00Added an answer on June 17, 2026 at 8:58 am

    With that texture ID can I bind the texture inside vertex/fragment shader without calling glBindTexture?

    No. Textures are not bound to shaders; they’re bound to the context.

    If you want to get technical, NV_bindless_texture allows such functionality, but that’s NVIDIA-specific.

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