Am Freitag 20 Oktober 2006 11:15 schrieb H. Verbeet: > On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Right, we would waste 13*8 = 104 bytes per unsupported sampler. How much > > samplers does d3d10 support? > > Something like 128. 128 is big, agreed.
> > If we use run-time dynamic values for the state table then we loose the > > ability to access a state with its state number, and we loose the ability > > to set up a constant table in the code. > > Well, no, you just wouldn't dump everything in one big list. Sure, > lumping everything together in one big list would work, but that > doesn't mean it's pretty. Hmm, the sampler states are per sampler in d3d, and per texture object in gl as far as I know. So we have to find some way if the sampler states are changed regarding the texture used for drawing. This is getting tricky :-/ Texture stage states are per stage in d3d and opengl afaik(except of those that are wrapped to samplers in ddraw/d3d8). Any idea how much texture stages d3d10 supports, if the concept of them still exists?
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