[MPlayer-users] Where did Nvidia hide my texture units?
János Szabó
jassza at gmail.com
Thu Nov 6 20:27:45 CET 2008
>
> On Thu, Nov 06, 2008 at 07:02:53PM +0100, Reimar Döffinger wrote:
> >* On Thu, Nov 06, 2008 at 05:22:49PM +0100, János Szabó wrote:
> *>* > Wikipedia tells me that I should have 48 texture units (dream) on my Geforce
> *>* > 8800GTS, unfortunately I am not able to use more than 4.
> *>*
> *>* Actually, it does work just fine, so you can ignore the warning.
> *>* For some reason the function always returns 4 for NVidia, no idea why...
> *>* One of the very few cases where ATI actually works right...
> *>* Actually, the idea behind it is explained here:
> *>* http://developer.nvidia.com/object/General_FAQ.html#t6
> *>* No idea if/when I will find the motivation to implement that...
> *
> Actually. The way the code was organized I could just replace one
> GL_MAX_TEXTURE_UNITS by GL_MAX_TEXTURE_IMAGE_UNITS so it should probably
> work right now.
> Might behave a bit weird on old hardware, but there that code will not
> work anyway.
>
> Greetings,
> Reimar Döffinger
>
> Works for me, great!
By the way, would it be possible to use the pipeline for e.g. adding high
quality output-resolution noise (as of now it is source res, AFAIK) or even
for some limited denoising?
(Sorry for repeating myself, but something went awry with my previous post).
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