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Brejlounek

A lot of textures in HLSL

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Hi there.

I am planning to make a ahader, which would use something about 100 512x512 textures. But it would be really painful to write to the HLSL shader - all textures declaration and smaplers... And I don't know, how many can shader 3.0 handle. I heard about a texture array, but I would like to do it with directx 9. Does anyone know, how could this be managed easily? There must be some way.

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You're limited to 16 textures in SM3.0. You'd have to combine your smaller 512x512 textures into larger atlas textures to make this work, but even then performance with 100+ texture samples will probably be pretty poor.

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