-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Too many surfaces error (texinfo maximum) #1
Comments
Do you have map example with bigger amount of texinfo? It could require changes in all renders to support bigger maps. |
Yes, it's the map I am currrenlty making. I think that 8192 is a pretty small number considering that there are a lot of textures to be used with unique offsets for modern mapping (like trim textures). I managed to run the map on re-release version of Q2, but not on Yamagi (so the map itself is OK) |
Will do, thanks for answering! |
I'm very hesitant to change these kind of things in YQ2 because these are that kind of changes which seem to work well until someone finds that one case which doesn't. However this is a good argument for doing Q2 Remastered support in a separate branch with relaxed backward compatibility considerations. |
@Ypsckud Could you please check with bd19960 ? Code has allocated memory for map dynamically, (except count of submodels and one place for Leafs), it should be enough to load any maps. Only GL1 and VK are checked with some random maps from ReRelease. Other renders has issues with wall lights. GL1 sometime has broken images after load maps, so it's known bug. I am checking what is wrong image allocation, maybe some limit or hard-coded value. |
@Ypsckud do you need windows binaries for test? Could you please reopen issue if it is still reproduced? |
There seems to be a 8192 texinfo maximum in the engine. Can it be increased?
The text was updated successfully, but these errors were encountered: