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 ------------------------------------------------------------------------------ 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