texture units...
Hiya, simple question...
If I my gfx card only has 4 texture units, why does it say it can support up to 16 texture pass per pixel? Does that mean
rendering the scene 12 times plus the 4 textures?
4 seems rather low to me, Ive read about people using 7,8 texture units, whats the deal with this?
Im just an idiot, lol.
Thanks.
What kind of card do you have?
My Website | Everything you need to know about 3D Graphics | Google | Search the Forums
My Website | Everything you need to know about 3D Graphics | Google | Search the Forums
The fixed function pipeline supports 4 textures on nvidia hardware. Move to fragment programs to get access to the texture image units, of which there are 8-16 ( I can''t remember how many the FX has - 16 I think ).
You have to remember that you''re unique, just like everybody else.
You have to remember that you''re unique, just like everybody else.
nVidia e-GeForce Fx 5200 128 agp...
"Move to fragment programs to get access to the texture image units, of which there are 8-16 ( I can''t remember how many the FX has - 16 I think )."
then does that mean that I potentially can bind up to 16 textures, say to my terrain?
thnx.
"Move to fragment programs to get access to the texture image units, of which there are 8-16 ( I can''t remember how many the FX has - 16 I think )."
then does that mean that I potentially can bind up to 16 textures, say to my terrain?
thnx.
No, it means you can bind 4 textures at a time but you can sample from them up to 16 times - you could sample from each of your 4 textures in 4 different places for example.
edit: Actually, I think the GeForce FX 5200 can access 16 textures simultaneously when using PS 2.0
[edited by - mattnewport on May 7, 2004 2:08:07 PM]
edit: Actually, I think the GeForce FX 5200 can access 16 textures simultaneously when using PS 2.0
[edited by - mattnewport on May 7, 2004 2:08:07 PM]
All Geforce FX:s can use 8 discrete textures at a time, and have an unlimited texture read count (up to the hard limit of 512 instructions, of which at least 1 must be the write to color out register).
-Nik
-Nik
quote:Original post by Nik02
All Geforce FX:s can use 8 discrete textures at a time, and have an unlimited texture read count (up to the hard limit of 512 instructions, of which at least 1 must be the write to color out register).
-Nik
Doesn''t PS 2.0 require cards to support 16 sampler registers? I''ve just tried 11 simultaneous textures on my GeForceFX 5600 and it works. I think 16 is the limit, not 8.
Did you use more than 8 different textures?
I am mis-informed if the limit is more than 8.
EDIT: Apparently 8 is the limit per-clock. So, per shader, you could use up to 16 textures.
[edited by - Nik02 on May 7, 2004 3:01:17 PM]
I am mis-informed if the limit is more than 8.
EDIT: Apparently 8 is the limit per-clock. So, per shader, you could use up to 16 textures.
[edited by - Nik02 on May 7, 2004 3:01:17 PM]
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