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

Reply via email to