Texture Units

Hello all!



I have a quick question.



If I setup multiple textures via the TextureState.setTexture() method (for example, 4) what will happen if there are insufficient texture units available on the card (eg. only 2)?



Will multiple rendering passes happen automatically, or will my code simply crash/not function?



Many thanks,

Fluppy.








No… you'll have to take care of the splitting up yourself (the example only uses 1 texture unit per pass).

Thank you - I'll give that a go.  8)


It will not function. SeeTestMultiTexturePass for doing multipass texturing.

Thank you for the prompt reply!  :slight_smile:



If I use the method outlined in TestMultitexturePass instead, will that utilise multiple texture units on the card automatically (where available)?