Le 02/09/2013 12:58, Cyrille Henry a écrit : > > > Le 01/09/2013 11:31, Jack a écrit : > >> number of texunit available is return by >> GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS. >> Here on Intel HD 4000, GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS is 32. >> And on NVidia GTX660M is 160. > do we have the possibility to ask for the next free texture Id? > so we could have objects that automatically deal with texture Id. > > cheers > c > Hello Cyrille,
I don't know if it is possible to ask for the next free texture ID. But : - what happen if you decide to erase a 'glsl_abstraction' ? Other 'glsl_abstraction' should keep their own 'texture ID'. I think, it is very important if you pass a uniform sampler variable to [glsl_program] somewhere else in your patch ? - we need to keep informed about the 'texture ID' choosen if we want to use it somewhere else for a uniform sampler variable (should be easy with GOP and number box) ? - what happen, if you don't want to assign a specific value as texture ID because you already store a uniform sampler variable to [glsl_program] somewhere else (this aspect is not very complex to solve, we just need to change the value of the variable send to [glsl_program]) ? Maybe there are other questions ? ++ Jack _______________________________________________ GEM-dev mailing list [email protected] http://lists.puredata.info/listinfo/gem-dev
