From 401fbf3ca4b4f232a85b77bed16b364a2fb2023a Mon Sep 17 00:00:00 2001 From: Max Weber Date: Wed, 19 May 2021 05:17:39 -0600 Subject: [PATCH] gpu: increase texture limit --- .../main/java/net/runelite/client/plugins/gpu/GpuPlugin.java | 4 ++-- .../main/resources/net/runelite/client/plugins/gpu/frag.glsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/runelite-client/src/main/java/net/runelite/client/plugins/gpu/GpuPlugin.java b/runelite-client/src/main/java/net/runelite/client/plugins/gpu/GpuPlugin.java index fd35d806b3..2c54f1744b 100644 --- a/runelite-client/src/main/java/net/runelite/client/plugins/gpu/GpuPlugin.java +++ b/runelite-client/src/main/java/net/runelite/client/plugins/gpu/GpuPlugin.java @@ -218,7 +218,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks private int textureArrayId; private final GLBuffer uniformBuffer = new GLBuffer(); - private final float[] textureOffsets = new float[128]; + private final float[] textureOffsets = new float[256]; private GpuIntBuffer vertexBuffer; private GpuFloatBuffer uvBuffer; @@ -1198,7 +1198,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks // Bind uniforms gl.glUniformBlockBinding(glProgram, uniBlockMain, 0); gl.glUniform1i(uniTextures, 1); // texture sampler array is bound to texture1 - gl.glUniform2fv(uniTextureOffsets, 128, textureOffsets, 0); + gl.glUniform2fv(uniTextureOffsets, textureOffsets.length, textureOffsets, 0); // We just allow the GL to do face culling. Note this requires the priority renderer // to have logic to disregard culled faces in the priority depth testing. diff --git a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/frag.glsl b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/frag.glsl index 9b6ae61db8..d028c4ce40 100644 --- a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/frag.glsl +++ b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/frag.glsl @@ -25,7 +25,7 @@ #version 330 uniform sampler2DArray textures; -uniform vec2 textureOffsets[64]; +uniform vec2 textureOffsets[128]; uniform float brightness; uniform float smoothBanding; uniform vec4 fogColor;