Hi,

I need to do something which is best to describe by taking the
CubesAppUnified example as a base.
Imagine I want to display a lot of cubes, all of them textured, but each of
them has some kind of switch (an int for example) which selects the texture
from a set of five textures. So all of the cubes together need some kind of
pool of textures and each of them uses the one it is told to use.
Additionally imagine that the pool of textures might not contain only five
textures, but over one hundred, but usually only 10 of them are used. So not
all of them need to be transferred to the graphics card. How would I go
about implementing that? I don't think materials would be of any use here as
you would need like one material per node, which makes them quite useless.

Aloha, Andi



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