Forgive me if I'm missing something simple, but when trying to draw a large number of textures on one frame ( I assume more than GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ) I start running into texture corruption issues.
Normally when using OpenGL on its own, I would just bind the textures to units in groups and draw what was needed before rebinding, but I realize I'm not really sure how to manage that in the context of Irrlicht.
Sample of what happens:
Is there any particular best practice for avoiding this in Irrlicht? Multiple render passes?
Thanks
Manual texture binding with large number of textures?
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Re: Manual texture binding with large number of textures?
2d array textures seem like the best option. I'm not sure if the patch is yet merged.