On 6/20/06, Jason Green jave27@gmail.com wrote:
- We are only checking against GL_MAX_TEXTURES when binding samplers,
when we should be checking against the maximum number of samplers that the card supports. Spotted by H. Verbeet.
Yes, I'm aware of that...it was done on purpose. This limit is in a lot of other places - stateblock code, drawprim code. Have you checked that it will all interact properly using this higher limit? Specifically, have you tested a sampler > 4 with SetTexture()?
I think this problem should be solved by a single patch that updates all the necessary places to use the higher texture units value, as opposed to the legacy one (there's some caps code to write for this).
On 21/06/06, Ivan Gyurdiev ivg231@gmail.com wrote:
Specifically, have you tested a sampler > 4 with SetTexture()?
SetTexture() will likely fail.
I think this problem should be solved by a single patch that updates all the necessary places to use the higher texture units value, as opposed to the legacy one (there's some caps code to write for this).
My patch for set_tex_op() would fix a large number, if not all, of these. I mentioned the problem to Jason because I thought he might run into the problem with shaders that use more than 4 textures.