On 28 Dec 2011, at 16:15, Csaba Halász wrote: > Since we are talking about shaders, aren't the limits > > GL_VERTEX_SHADER_ARB: > GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 > GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 > GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 > GL_FRAGMENT_SHADER_ARB: > GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16
Well, I just commented out (in the effects file) any reference to the noise texture, or texture unit 9, and the errors go away. I note the Texture3D code in OSG (which underpins the noise texture in SimGear) must use a 'traditional' texture unit, not a shader one. So when a shader does actually need to use the noise texture, presumably it should be assigned to units 0...7 in my case. Csaba, since you have the same card as me, but are not seeing this issue, what limit are you getting for GL_MAX_TEXTURE_UNITS_ARB? (From the fglrx driver, I guess) James ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel