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Using 8 textures?

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I am trying to use 8 textures just for fun, but it seems my apps still don''t want to work. When I use: glGetIntegerv (GL_MAX_TEXTURE_UNITS_ARB, &TextureUnitCount); I always get 4, but I have a GeforceFX, so I should be able to use up to 8 textures simultaniously. Any idea how to solve this?

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In the fixed pipeline you can only use 4 textures at the same time

to be able to use the rest you need to use fragmentprograms, and then you have another query value to get the maximum number of units.

[add] : thats a limitation of nvidia, on ati you have 8 texture units in the fixed pipe

[edited by - MazyNoc on May 7, 2004 6:19:37 AM]

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ok, thanks.

[Add] Is this also related to another problem I have: I am trying to implement shadow extrusion on the GPU, but when I use a loop I get 3 fps. Strange thing here is that when I use the CG runtime it works perfectly at 85 fps.

[edited by - jeroenb on May 7, 2004 6:33:08 AM]

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using a loop.. does that mean GLSL or what?
what CG profile do you use?

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No, it means CG. And I use:
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
cgGLSetOptimalOptions(vertexProfile);

whichs results in the VP_30 if I debug the app. And then I try to use the normal glVertexAttribxxNV, glBindProgramNV, ect functions to run the program. But that gives me framerates of 3. When I use CG to load and bind the program like:

cgGLLoadProgram (vertexProgram);
cgGLBindProgram(vertexProgram);
cgGLEnableProfile(vertexProfile);

Then I get framerates of 85.

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