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OpenGL ES max active textures in OpenGL ES 2.0

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lawnjelly    1249

I've been making pretty good use of texture atlases in my current game, but as I find myself forced to use another texture (to enable generating tex coords for point sprites), I'm wondering if there may be a better way than currently batching by texture, and calling glBind before each batch.

Instead is it more efficient to pre-bind a whole set of textures to all the available active texture slots, then simply only read from the ones I'm interested in in the fragment shaders (or call glUniform to change the active texture used by the frag shader). Is there any performance penalty to have a load of textures bound, but not being used?

Is this a practical way to work on GLES 2.0, and are there any typical figures for how many active texture slots should be available on mobiles? I'm getting the impression the minimum is 8.

This may make a difference as I'm having to do several render passes on some frames.

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iedoc    2527

So, the maximum number of active textures is not the same for every device, you'll need to check it using GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:

As for binding all those texture, do you really need to bind all of them if your not using all of them? As far as i know this *could* be a hit to performance, the drivers may move the resources to a more accessible location for the shader when they are bound. I don't think this is the right approach.

I think your original method of tiling the textures is a better approach if you want to bind less often.

Another way you can do it is to dynamically create these huge textures. basically each sprite you have can be their own resource, then you copy those resources into the larger texture that you will bind and use for that frame. you can keep them in that texture until you need more space for new sprites to be rendered in the frame, then just overwrite "tiles" in that texture that you are no longer using.

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