Originally posted by Golgoth:
[quote]Does it matter? Does it improve performance?
Yes it does… it says 10 but I cant go more then 8 for some reason or gl crash… if you have 2 shadow map and 1 occlusion map, it leaves 5 for textures… the problem with this is that 3d assets sometimes need several uvs for artists to work on texturing… to over come the limitation we must flatten the work before export… but once it is flattened it is a real pain to make more work on the assets uvs… and rollback on each assets before flatten is nonsense… which is a major down side on workflow performance. 8-10 is a tight closet… at 16 (which will make sense to match the texture unit doesn’t it?) we will start to breath a little! Each texture unit should have its own matrix… If I wrote my own stacks I ll have uniform overflow.
[/QUOTE]You do know I was talking about the matrix stacks right? There is the projection matrix, modelview, texture and I beleive one for the color matrix which is part of imaging extension.
“If 10 is not enough, then you can write your own software stack” means you pretend the stack size is one and you code yourself something that handles the stacks in your own memory buffers.