wined3d: Bind correct # of samplers for GLSL shaders
ivg231 at gmail.com
Tue Jun 20 17:54:42 CDT 2006
On 6/20/06, Jason Green <jave27 at gmail.com> wrote:
> - We are only checking against GL_MAX_TEXTURES when binding samplers,
> when we should be checking against the maximum number of samplers that
> the card supports. Spotted by H. Verbeet.
Yes, I'm aware of that...it was done on purpose.
This limit is in a lot of other places - stateblock code, drawprim code.
Have you checked that it will all interact properly using this higher limit?
Specifically, have you tested a sampler > 4 with SetTexture()?
I think this problem should be solved by a single patch that updates all the
necessary places to use the higher texture units value, as opposed to the
legacy one (there's some caps code to write for this).
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