Currently, when I want to have multiple textures for a VBO, I made a model compiler which compiles my models vertices (and UV coords) to a texture "atlas" of sorts. However, this causes the texture to be quite large if I want to have say 30 512x512 textures. On machines with low amounts of ram, the computer runs out of space to store this giant texture.
I have tried googling ways to have multiple textures on a VBO, but I only seem to come across texture splatting, which is not what I want to do.
Imagine a cube; I want each face of the cube (2 triangles per face) to have their own texture.
I saw an example which had this code:
glVertexPointer(3, GL_FLOAT, 64, BUFFER_OFFSET(0));
glNormalPointer(GL_FLOAT, 64, BUFFER_OFFSET(12));
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(24));
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(32));
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(40));
As I am not on my own machine however, I do not know if this method is what I am looking for.