Manual texture binding with large number of textures?

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rubixcuber
Posts: 7
Joined: Fri Feb 19, 2010 6:01 pm

Manual texture binding with large number of textures?

Post by rubixcuber »

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:

Image

Is there any particular best practice for avoiding this in Irrlicht? Multiple render passes?

Thanks
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Manual texture binding with large number of textures?

Post by hendu »

2d array textures seem like the best option. I'm not sure if the patch is yet merged.
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