Multitexture support on mac
Hello All
I was planning on replacing my multipass code for multitexture, but now I've found that my nVidia card (NVDA,NV17) only supports two ARB textures and is not so old!!
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &arbCount);
Is there anything out there that supports more than 2 textures.
The reason I want to use more than 2 textures is because I want to do a color texture + shadowMap texture + evironment map.
Any recomendations?
Thank You!
I was planning on replacing my multipass code for multitexture, but now I've found that my nVidia card (NVDA,NV17) only supports two ARB textures and is not so old!!
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &arbCount);
Is there anything out there that supports more than 2 textures.
The reason I want to use more than 2 textures is because I want to do a color texture + shadowMap texture + evironment map.
Any recomendations?
Thank You!
Can't really help out on the multitexture (as I haven't done that yet), but if the color map and the shadow map never change, then you can just add the shadow map to the color map in Photoshop and save it as one texture.
You may have to do multiple passes if there really isn't a way to combine more than two textures.
You may have to do multiple passes if there really isn't a way to combine more than two textures.
I'm planning to bake the shadows for a large area of the map, Apply different color textures, and then project the shadow map on top of all so it looks like a real shadow.
If I do the photoshop trick everything will look tiled.
If I do the photoshop trick everything will look tiled.
I think the solution is to do multiple passes.
Code:
card texture units
rage 128 2
geforce 2mx/4mx 2
radeon/radeon 7x00 3
geforce 3 4
geforce 4ti 4
radeon 8500/9000 8
radeon 9500+ 8 (? I thought this was 16 ?)
geforce fx 8 *OS 9 doesn't support more than 2 on any card.
* Don't actually have one, so I could be wrong... and it's not totally straightforward on this card. There's a good thread on the opengl.org advanced forums about it.
Thank you for that Info.
Where did you get it from?
Where did you get it from?
Well, I've personally used a rage 128, 2mx, 4mx, radeon 7500, geforce 4ti, radeon 9000, radeon 9600 and radeon 9800...
The other geforce 3 is basically a 4ti, the 7500 is just a faster version of the original radeon, and the 9000 is a cheap 8500.
The guy next to me has a GeForce FX under Linux, and he says he has 8 sets of texture coordinates, and I know it can use at least 8 textures, so 8's an educated guess.
The other geforce 3 is basically a 4ti, the 7500 is just a faster version of the original radeon, and the 9000 is a cheap 8500.
The guy next to me has a GeForce FX under Linux, and he says he has 8 sets of texture coordinates, and I know it can use at least 8 textures, so 8's an educated guess.
9700 and 9800 only have 8 texture units. 9600 and 9500 should only have 8 texture units also. Basically 8500 to 9800 cards all only have 8 units. Trust me 8 is enough for now, because I have 5 enabled and is killing my performance.
I don't think I'll be using more than four.
I think I'll just break the rendering into multipasses if the card cannot do the number of textures I need.
I think I'll just break the rendering into multipasses if the card cannot do the number of textures I need.
Quote:Originally posted by NYGhost
I don't think I'll be using more than four.
I think I'll just break the rendering into multipasses if the card cannot do the number of textures I need.
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You are correct. If you don't multitexture then multipass is the only other way unless you do some blending of the texture in a preprocess and apply it once. That later depends on what you are doing.
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