How many textures opengl
Using GL. Uniform1 we can actually assign a location value to the texture sampler so we can set multiple textures at once in a fragment shader. This location of a texture is more commonly known as a texture unit. The default texture unit for a texture is 0 which is the default active texture unit so we did not had to assign a location in the previous section; note that not all graphics drivers assign a default texture unit so the previous section might not've rendered for you.
The main purpose of texture units is to allow us to use more than 1 texture in our shaders. By assigning texture units to the samplers, we can bind to multiple textures at once as long as we activate the corresponding texture unit first. Just like GL. BindTexture we can activate texture units using GL. ActiveTexture passing in the texture unit we'd like to use:.
After activating a texture unit, a subsequent GL. BindTexture call will bind that texture to the currently active texture unit. Texture unit Texture0 is always by default activated, so we didn't have to activate any texture units in the previous example when using GL. OpenGL should have a at least a minimum of 16 texture units for you to use which you can activate using Texture0 through Texture We still however need to edit the fragment shader to accept another sampler.
This should be relatively straightforward now:. The final output color is now the combination of two texture lookups. GLSL's built-in mix function takes two values as input and linearly interpolates between them based on its third argument.
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Iman Abdollahzadeh Iman Abdollahzadeh 1 1 silver badge 7 7 bronze badges. I cant actually vote as dupe because its from GameDev. SE — Borgleader. Add a comment. Active Oldest Votes. So there are two limits: the textures-per-stage, and the textures-total-bound. Anything above 7 is black. Which is also inconsistent. DirectX 11 has no problem sampling from unit This confirms that I have not made any stupid mistakes in the pipeline that artificially prevent reading from texture units 8 and above.
There is one variable that dictates the highest texture unit available and the only difference between each API I support is what number is put into that variable. The rest of the engine is completely agnostic, so there is no chance of something on just the OpenGL side that is screwing with my results.
NumberXaero The language could be clearer, It is pretty confusing. I have solved the issue. I had a deprecated enum for my own max texture support which was used to keep track of redundant texture states. It is deprecated and was supposed to be a different enum. However, it is used on all platforms, but only causes problems in OpenGL.
Thank you for the replies. This topic is closed to new replies. Nagle So what's going on with the "Metaverse"?
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