Friday, April 30, 2010

[android-developers] Re: Maximum Texture Units

Yeah multiple texture units are only needed for multitexturing, of
which the most common use is for lightmapping.

On Apr 30, 4:57 pm, Mario Zechner <badlogicga...@gmail.com> wrote:
> The number of texture units and the maximum texture size are not
> really related in any way. The number of texture units tells you how
> many textures you can use simultaniously when drawing geometry (how
> many textures can be bound at once). You can have more textures in
> video ram than there are texture units, however, you can only bind
> #texture units textures at any time. A maximum of 2 texture units is
> sufficient for most scenarios where you have a diffuse texture and a
> lightmap for example.
>
> The maximum texture size is really just an estimate with most drivers
> and depends on things such as internal storage (which might be fixed
> by the driver anyways) and so on.
>
> In any case, both numbers will differ from device to device or rather
> chipset to chipset.
>
> On 30 Apr., 23:19, Jeremiah Sellars <sylus.mcf...@gmail.com> wrote:
>
>
>
>
>
> > I'm wondering if this is just an issue with how the emulator is setup,
> > but I'm not sure.
>
> > I'm (natively) calling this:
>
> > int maxt = 0;
>
> > glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt);
>
> > __android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max textures %d",
> > maxt);
>
> > This only outputs 2... could it be possible that I'm going to be
> > allowed only 2 textures? That seems impossible...
>
> > GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
> > you could lay everything out on a couple of 4096x 4096 images (seems a
> > bit crazy) but anyway...
>
> > Am I just running into one of things that will be different per phone
> > processor?
>
> > Thanks everyone,
> > Jeremiah
>
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