Re: [osg-users] texture limit?

2009-01-12 Thread Martin Großer
I don’t need 8 textures, but maybe the user of my application. With this
application can you create a scene and you can texture an object. The reason
of this question is, how many texture channels can I provide?

Because of this discussion, I think 8 is ok. Maybe I check the
GL_MAX_TEXTURE_IMAGE_UNITS_ARB and create a flexible limit.

Thanks at all!

Martin


Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Rosario
Leonardi
Gesendet: Montag, 12. Januar 2009 15:34
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture limit?

The limit is imposed by driver, you can read it with the openGL calls

int maxTexture;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &maxTexture);

this number should be 16 since geforce 6.

BTW, why are you usinge 8 texture? O_O
They are a lot.
2009/1/12 Martin Großer 
Hello Robert,

yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
this the driver and the hardware this number of textures supports?

In my application I use a limit of 8 textures. Is this ok for a average
hardware?

Cheers.

Martin

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Montag, 12. Januar 2009 14:35
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture limit?

HI Martin,

What do you mean by "texture limit per object"?  Do you mean how many
texture units can be active in OpenGL/OSG at once?

If my guess is correct for what you mean then the answer is simply -
it's hardware/driver dependant.  The answer also depends upon whether
you are using shaders or fixed function pipeline as some drivers have
a higher limit when using shaders.

The OSG itself doesn't apply any limits so you can assign as many
texture units as you wish, but it'll only work properly if the
underlying OpenGL implementation supports what you are asking from it.

Robert.

On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer 
wrote:
> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] texture limit?

2009-01-12 Thread Tanguy Fautre
This might shed some light on the matter:

http://developer.nvidia.com/object/General_FAQ.html#t6


T


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rosario 
Leonardi
Sent: Monday 12 January 2009 14:34
To: OpenSceneGraph Users
Subject: Re: [osg-users] texture limit?

The limit is imposed by driver, you can read it with the openGL calls

int maxTexture;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &maxTexture);

this number should be 16 since geforce 6.

BTW, why are you usinge 8 texture? O_O
They are a lot.
2009/1/12 Martin Großer 
Hello Robert,

yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
this the driver and the hardware this number of textures supports?

In my application I use a limit of 8 textures. Is this ok for a average
hardware?

Cheers.

Martin

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Montag, 12. Januar 2009 14:35
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture limit?

HI Martin,

What do you mean by "texture limit per object"?  Do you mean how many
texture units can be active in OpenGL/OSG at once?

If my guess is correct for what you mean then the answer is simply -
it's hardware/driver dependant.  The answer also depends upon whether
you are using shaders or fixed function pipeline as some drivers have
a higher limit when using shaders.

The OSG itself doesn't apply any limits so you can assign as many
texture units as you wish, but it'll only work properly if the
underlying OpenGL implementation supports what you are asking from it.

Robert.

On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer 
wrote:
> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
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Re: [osg-users] texture limit?

2009-01-12 Thread Rosario Leonardi
The limit is imposed by driver, you can read it with the openGL calls

int maxTexture;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &maxTexture);

this number should be 16 since geforce 6.

BTW, why are you usinge 8 texture? O_O
They are a lot.

2009/1/12 Martin Großer 

> Hello Robert,
>
> yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
> this the driver and the hardware this number of textures supports?
>
> In my application I use a limit of 8 textures. Is this ok for a average
> hardware?
>
> Cheers.
>
> Martin
>
> -Ursprüngliche Nachricht-
> Von: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
> Osfield
> Gesendet: Montag, 12. Januar 2009 14:35
> An: OpenSceneGraph Users
> Betreff: Re: [osg-users] texture limit?
>
> HI Martin,
>
> What do you mean by "texture limit per object"?  Do you mean how many
> texture units can be active in OpenGL/OSG at once?
>
> If my guess is correct for what you mean then the answer is simply -
> it's hardware/driver dependant.  The answer also depends upon whether
> you are using shaders or fixed function pipeline as some drivers have
> a higher limit when using shaders.
>
> The OSG itself doesn't apply any limits so you can assign as many
> texture units as you wish, but it'll only work properly if the
> underlying OpenGL implementation supports what you are asking from it.
>
> Robert.
>
> On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer 
> wrote:
> > Hello,
> >
> > I have a simple question. There are a texture limit per object? I thought
> > there are a limit of 8 textures in OpenGL, but I am not sure.
> >
> > A short answer, would be very helpful.
> >
> >
> > Thanks.
> >
> >
> > Martin
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] texture limit?

2009-01-12 Thread Tanguy Fautre
Hi Martin,

IIRC a safer number would be 4 texture units; after that, extra texture units 
are usually only exposed via shaders. I know this is true for most (if not all) 
NVIDIA GeForce cards.

Out of curiosity: can you do anything useful in practice with 8 texture units 
without using shaders?


Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Großer
Sent: Monday 12 January 2009 13:54
To: 'OpenSceneGraph Users'
Subject: Spam: Re: [osg-users] texture limit?

Hello Robert,

yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
this the driver and the hardware this number of textures supports?

In my application I use a limit of 8 textures. Is this ok for a average
hardware?

Cheers.

Martin

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Montag, 12. Januar 2009 14:35
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture limit?

HI Martin,

What do you mean by "texture limit per object"?  Do you mean how many
texture units can be active in OpenGL/OSG at once?

If my guess is correct for what you mean then the answer is simply -
it's hardware/driver dependant.  The answer also depends upon whether
you are using shaders or fixed function pipeline as some drivers have
a higher limit when using shaders.

The OSG itself doesn't apply any limits so you can assign as many
texture units as you wish, but it'll only work properly if the
underlying OpenGL implementation supports what you are asking from it.

Robert.

On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer 
wrote:
> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
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Re: [osg-users] texture limit?

2009-01-12 Thread Gordon Tomlinson
Hi Martin

I presume you are talking about texture units

The number is a sort of moving target and is down to the card and driver etc

OpenGl does provide a methods to query how many units are supported

4 and 8 Units is pretty typical these days, and with certain cards/drivers
even up to 32 units,


> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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Re: [osg-users] texture limit?

2009-01-12 Thread Martin Großer
Hello Robert,

yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
this the driver and the hardware this number of textures supports?

In my application I use a limit of 8 textures. Is this ok for a average
hardware?

Cheers.

Martin

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Montag, 12. Januar 2009 14:35
An: OpenSceneGraph Users
Betreff: Re: [osg-users] texture limit?

HI Martin,

What do you mean by "texture limit per object"?  Do you mean how many
texture units can be active in OpenGL/OSG at once?

If my guess is correct for what you mean then the answer is simply -
it's hardware/driver dependant.  The answer also depends upon whether
you are using shaders or fixed function pipeline as some drivers have
a higher limit when using shaders.

The OSG itself doesn't apply any limits so you can assign as many
texture units as you wish, but it'll only work properly if the
underlying OpenGL implementation supports what you are asking from it.

Robert.

On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer 
wrote:
> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
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Re: [osg-users] texture limit?

2009-01-12 Thread Robert Osfield
HI Martin,

What do you mean by "texture limit per object"?  Do you mean how many
texture units can be active in OpenGL/OSG at once?

If my guess is correct for what you mean then the answer is simply -
it's hardware/driver dependant.  The answer also depends upon whether
you are using shaders or fixed function pipeline as some drivers have
a higher limit when using shaders.

The OSG itself doesn't apply any limits so you can assign as many
texture units as you wish, but it'll only work properly if the
underlying OpenGL implementation supports what you are asking from it.

Robert.

On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer  wrote:
> Hello,
>
> I have a simple question. There are a texture limit per object? I thought
> there are a limit of 8 textures in OpenGL, but I am not sure.
>
> A short answer, would be very helpful.
>
>
> Thanks.
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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