SGI Performer and compressed textures (ARB texture compression)

SGI Performer and compressed textures (ARB texture compression)

Post by Michael Meissne » Sat, 17 Feb 2001 18:51:26


I am curious whether somebody already played around with the
ARB_texture_compression using it in any SGI Performer application? The
available documentation on the extension itself seems to be fairly poor
(except nVidia's short "tutorial"). Furthermore, I am puzzled how to
enable this within an existing Performer application without changing
too much.

Any hints, links, or comments are welcome.


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1. How to bypass max arb multi-texture units ?

Hi !

I'm trying to program a multi-pass shader system, and some of the
shaders have 5 or 6 passes, each with a different texture.
The problem is, I am limited to only 2 arb multi-texture units. So I'm
looking for a way to bypass that maximum number.

So, where does that limit come from ? And how could I expand it (if
possible). Otherwise, how other system can I use to render up to 6 or 8
textures ?

Thanks !

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