title: Size limit of a texture or an UBO, need help finding an other solution
body: <p>I'm trying to render multiples mesh with different height on each vertices with a <code>glDrawElementsInstanced</code>call.</p>
  
  <p>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?</p>
  
  <p>If I have to change my render method, what would be the best replacement to keep the best performance as possible?</p>