gpu: increase texture limit
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@@ -218,7 +218,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int textureArrayId;
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private int textureArrayId;
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private final GLBuffer uniformBuffer = new GLBuffer();
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private final GLBuffer uniformBuffer = new GLBuffer();
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private final float[] textureOffsets = new float[128];
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private final float[] textureOffsets = new float[256];
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private GpuIntBuffer vertexBuffer;
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private GpuIntBuffer vertexBuffer;
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private GpuFloatBuffer uvBuffer;
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private GpuFloatBuffer uvBuffer;
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@@ -1198,7 +1198,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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// Bind uniforms
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// Bind uniforms
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gl.glUniformBlockBinding(glProgram, uniBlockMain, 0);
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gl.glUniformBlockBinding(glProgram, uniBlockMain, 0);
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gl.glUniform1i(uniTextures, 1); // texture sampler array is bound to texture1
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gl.glUniform1i(uniTextures, 1); // texture sampler array is bound to texture1
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gl.glUniform2fv(uniTextureOffsets, 128, textureOffsets, 0);
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gl.glUniform2fv(uniTextureOffsets, textureOffsets.length, textureOffsets, 0);
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// We just allow the GL to do face culling. Note this requires the priority renderer
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// We just allow the GL to do face culling. Note this requires the priority renderer
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// to have logic to disregard culled faces in the priority depth testing.
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// to have logic to disregard culled faces in the priority depth testing.
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@@ -25,7 +25,7 @@
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#version 330
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#version 330
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uniform sampler2DArray textures;
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uniform sampler2DArray textures;
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uniform vec2 textureOffsets[64];
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uniform vec2 textureOffsets[128];
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uniform float brightness;
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uniform float brightness;
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uniform float smoothBanding;
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uniform float smoothBanding;
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uniform vec4 fogColor;
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uniform vec4 fogColor;
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