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We all have struggled with the problem that we want to use many textures in our shaders but the rigid OpenGL structure simply doesnamp;#39;t let us. In this video, we will look at a technique that allows us to access textures using 64-bit numbers that we can send and control however we want. And we can have as many of them as the VRAM can hold. In order to render a texture in OpenGL you have to create a uniform, set that uniform to a texture image unit and also bind a texture to the same unit. This structure is however rigid, you can only send textures using these horible opaque uniforms, that you canamp;#39;t even create copies of. And the texture unit bindings are also limited. Bindless textures is an OpenGL extension that comes to the rescue. I looked in this big database of GPUs and all GPUs that support OpenGL 4.0 have this extension, so you can use it without problems. The idea with bindless resources is that you can access them without binding them first. In the case of bindle