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maxTextures use gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS #11303

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merged 1 commit into from
May 11, 2017

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06wj
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@06wj 06wj commented May 9, 2017

The maxTextures should use gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS instead of gl.MAX_TEXTURE_IMAGE_UNITS.

See https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/activeTexture#Parameters

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Mugen87 commented May 9, 2017

From WebGL stats:

MAX_TEXTURE_IMAGE_UNITS: The maximum number of texture units that can be used in a fragment shader (see http://webglstats.com/webgl/parameter/MAX_TEXTURE_IMAGE_UNITS)

MAX_COMBINED_TEXTURE_IMAGE_UNITS: The maximum number of texture units that can be used. If a unit is used by both vertex and fragment shader, this counts as two units against this limit. (http://webglstats.com/webgl/parameter/MAX_COMBINED_TEXTURE_IMAGE_UNITS)

@mrdoob mrdoob merged commit a62395d into mrdoob:dev May 11, 2017
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mrdoob commented May 11, 2017

Thanks!

@06wj 06wj deleted the patch_texture branch May 12, 2017 02:15
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3 participants