I'm trying to render multiples mesh with different height on each vertices with a glDrawElementsInstanced
call.
To do so I pass the height of each vertices with a texture, but I'm hurting a huge limit, I can't pass more than 16384 float in a texture. So I thought I could use a UBO but it's limited the same way, so what should I do? Is there any other way to send a float to each vertex of each instance? Or I will have to use an other render methods?
If I have to change my render method, what would be the best replacement to keep the best performance as possible?