Posted 24 September 2009 - 08:18 AM
in my C++ code which yields the white texture i described. If i put
the unit does have a valid (non white) texture which obviously equals the one from texture unit 0. I just don't get what's wrong there
Hi, just wondering how to query the maximum amount of textures that can be bound and used for rendering. For some reason it looks i can only use 5 tex units when i actually need 6. I just wanna find out if its a hardware limitation or if there is anything else that's wrong.
For some reason the 6th unit just returns all white in my shader. Right now I have