Reputation: 21
I have written an app using Three.js (r73) that allows the user to load multiple .dae files using the ColladaLoader.
If the user selects a sufficient number of objects the texture will not show for any of the objects...at this point I get this:
WebGLRenderer: trying to use 26 texture units while this GPU supports only 16
The error message seems fairly self-explanitory - does this mean I can only load 16 textures at any one time? Is there a way around this? Can I render my scene with half my objects - clear the texture units - and then render the other half?
Quite new to Three.js - so sorry if its a stupid question.
Upvotes: 2
Views: 2189
Reputation: 2747
This number is based on what your GPU supports, you can see it listed here at WebGL Report, under Max Texture Image Units: 16
.
Many people confuse this number with how many textures you can have in a single scene, this is false. This number represents how many textures you can use for a single object (i.e. in a single draw call).
So if you have an extremely complicated object, with hundreds of separate textures. You'll have to find a way to either merge the textures together, or split the object into multiple objects that can be drawn separately.
However, if you draw 1000 separate objects, each with a different texture, this shouldn't be a problem.
Upvotes: 3
Reputation: 3504
The warning comes from exceeding the maximum number of "total" texture units, and not the Vertex texture units. Refer to WebGLRenderer.js, function getTextureUnit() for the reasoning behind this and the printing of this error message. (ex, https://searchcode.com/codesearch/view/96702746/, line 4730)
To avoid the warning, analyse the shaders, and reduce the count of texture units required in the shader, for the rendering.
Upvotes: 0