and in certain version It's possible to use more than 8 texture surly a bug when i see they architecture
but now or other some realease I get a crash on IrrAllocator with getTextureMatrix I have checked why
and it's possible to avoid it just to add some enum value on E_TRANSFORMATION_STATE
so my question is why the default (internal) maximum texture are limited to 8 texture, when some hardware can be use 32 layer if it simply just need to add some ETS_TEXTURE_X ?
or why not use a new enum format ?
Code: Select all
enum E_TRANSFORMATION_STATE
{
//! View transformation
ETS_VIEW = 0,
//! World transformation
ETS_WORLD,
//! Projection transformation
ETS_PROJECTION,
//! First Texture transformation
ETS_TEXTURE_FIRST,
//! Last Texture transformation
ETS_TEXTURE_LAST = ETS_TEXTURE_FIRST +_IRR_MATERIAL_MAX_TEXTURES_-1,
//! Not used
ETS_COUNT
};