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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http://forum.openscenegraph.org/viewtopic.php?p=69288#69288





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