Roland Scheidegger pisze: > 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). > >
Wow, it looks like I need to upgrade my hardware. I thought 4 vertex texture units is generous. I have no problem with setting that limit to, say, 16. ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev