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Re: [Public WebGL] debugging a shaderLinkError




On 2011-02-28, at 3:47 AM, Stephen Bannasch wrote:

At 12:03 AM -0500 2/28/11, Daniel Koch wrote:
I'd suggest trying with a more recent version of Chrome/ANGLE.  A number of limits have been bumped up in ANGLE since then.
(That said, I expect you'll still run out of varyings though).

The current limits (on SM3 hardware) are:
MAX_FRAGMENT_UNIFORM_VECTORS     221
MAX_VARYING_VECTORS                10
MAX_VERTEX_ATTRIBS                 16
MAX_VERTEX_TEXTURE_IMAGE_UNITS     16               0
MAX_VERTEX_UNIFORM_VECTORS       1024             254

I've got Chrome v9.0.597.98 installed on Windows 7 on the HP 425 laptops.

Are you suggesting a newer beta-version of Chrome will increase these limits?

That is exactly what I'm suggesting.
Try for example the Chrome Canary Builds: http://tools.google.com/dlpage/chromesxs   They are now up to version 11.something.

Daniel

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                        Daniel Koch -+- daniel@transgaming.com
Senior Graphics Architect -+- TransGaming Inc.  -+- www.transgaming.com