I am currently working on a batch rendering system that uses an array of textures thats uploaded to the GPU and the shader can switch based off of the index into a sampler array. The M1 also only supports up to 16 active fragment shader samplers ( maximum number of supported image units) I am also doing most of my development on a M1 Macbook Pro, which supports up to OpenGL 4.1. I am doing a cross-platform project that uses C++ and OpenGL ( I know I should be using MoltenVK or Metal, but OpenGL is nice and simple for starting out and is cross platform).
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