Jump to content

  • Log In with Google      Sign In   
  • Create Account

Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

zacaj

Member Since 18 Sep 2008
Offline Last Active May 09 2013 03:25 PM
*****

Posts I've Made

In Topic: How do you back up your stuff?

09 May 2013 - 03:26 PM

Github.


In Topic: Struct copy inside itself

01 May 2013 - 07:36 PM

Your code *is* valid.  copy will be an exact copy of the struct, including containing its own copy that points to itself.  


In Topic: Need advice for iOS game programming

23 April 2013 - 04:07 PM

I don't have a mac


In Topic: Need advice for iOS game programming

23 April 2013 - 03:39 PM

Check out Unity 3D


In Topic: How do I handle lots of textures

14 April 2013 - 06:46 AM

zacaj, on 03 Apr 2013 - 20:42, said:
You can only have 48 textures bound AT ONCE...
Uh, you can query how many texture units there are from GL_MAX_TEXTURE_IMAGE units. The spec says it has to be at least 16 but it will vary between vendor/driver/card. On my laptop with AMD gpu it is for example 32. So you can't just state 48 as hard number.

Ah. I was remembering GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS. The 3.3 spec requires the card support 16 textures for each stage.


PARTNERS