Hi,

On Wednesday, December 28, 2011 16:22:20 James Turner wrote:
> 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

The texture IMAGE units are the right ones.

> 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.

May be osg confuses the traditional texture units and the shaders texture 
image units?

Mathias

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