On 27.11.2009 19:32, michal wrote:
>> Why is the MAX here smaller than for fragment samplers?  Doesn't GL
>> require them to be the same, because GL effectively binds the same set
>> of sampler states in both cases?  
>>
>> Can you take a closer look at what the GL state tracker would have to do
>> to expose this functionality and make sure it's valid?
>>
>>   
> 
> It's all good. There is GL_MAX_VERTEX_TEXTURE_UNITS that tells how many 
> samplers can be used in a vertex shader. Anything above that is used 
> only with fragment shaders and ignored for vertex shaders.
I fail to see though why the limit needs to be that low. All modern
hardware nowadays can use the same number of texture samplers for both
fragment and vertex shading (it's the same sampler hardware, after all).
Some older hardware (typically non-unified, D3D9 shader model 3
compliant) though indeed only had limited support for this (like the
GeForce 6/7 series) probably only supporting 4 (can't remember exactly),
though other hardware never implemented it despite d3d9 sm3 requiring it
(thanks to a api loophole).

Roland

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