Re: AW: GL_MAX_TEXTURE_UNITS_ARB on a Geforce 7900

David Forstenlechner <[email protected]> Tue, 26 Jun 2007 07:15:34 -0800
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
The 7900 has at least 16 texture image units.
Do not use GL_MAX_TEXTURE_UNITS_ARB, use
GL_MAX_TEXTURE_IMAGE_UNITS_ARB to determine the number
of textures available in Pixel programs/GLSL!

David Forstenlechner

Sebastian Buntin wrote:
>  
> 
> 
>>> Can anyone explain why an nVidia 7900GS (driver version 91.45)
> reports
>>> only 4 texture units from GL_MAX_TEXTURE_UNITS_ARB?
> 
>> Because the fixed pipeline is too limitating and most people won't use
>> that many textures. If you need that, you might do a better job using
>> shaders.
> 
>> So in short: the FF is deprecated and there is no point in extending it
>> more than what is the usual maximum TU use in games ;)
> 
> sorry if I'm wrong, but the texture units are not linked or only related
> to the FF pipeline.
> Even if I'm using shaders, I have to bind my textures to the texture
> units.
> 
> And, 4 texture stages are precious little.
> There are color textures, depth textures (shadowmap), noise textures,
> normal maps etc.
> and now imagine some object batching where you group 2 or more (small)
> objects with different textures together letting a shader find the right
> one (based on a vertex attrib or something).
> 
> Or some post effect like deffered shading combined with shadow
> techniques.
> you'll need the color-buffer, the depth-buffer, the normal buffer and
> the shadow maps (one per lightsource) bound...
> 
> 
> I think the 7900 should report 8 or more TU's. Tried a different driver?
> 95/97 series or >100 series?
> 
> greetings
> Sebastian
> 
> ----- 
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> 

----- 
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-- 
Author: David Forstenlechner
  INET: [email protected]

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