Skip to main content
gamedev.net
🔒 Locked

Texture Units Question

Started by Unreal Dec 13, 2005 at 5:43 AM 2 replies 550+ views
Original Post
Unreal
Unreal
Hello ppl! I am a little confuzed about texture units. I was reading some gfx card specs. For example.. ATI Radeon 9700 It has 8 multitexture units. But at the same papper I read that it has 16 texture units in the ARB_fragment_program. What means that? if I use Multitexturing and i try to draw a trangle using a fragment program i can have 16 textures on the same triangle with one pass? maybe when I use more than 8 texture units i must setup the units with some different way?or with the normal way? : glActiveTextureARB(GL_TEXTURE8_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texID8); glActiveTextureARB(GL_TEXTURE9_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texID9); glMultiTexCoord2fARB(GL_TEXTURE8_ARB ...); glMultiTexCoord2fARB(GL_TEXTURE9_ARB ...); What about When using nVidia register Combiners? you have more texture units available when you use them? (like fragment_program or fragment_shader) thanks for your time! :)
Lord Faron
Lord Faron
You have 16 texture units so You can glBind 16 textures, but you can explicitly send texture coords for 8 textures only.
if (time() == $) { $ = 0; }
Unreal
Unreal
thanks for the replies guys! :D
but what about register combiners? you have more texture units available when using them? or the same you have when you use the OGL fixed pipeline?

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.