Hello
I have that game I am developing.
I did tested in on several PCs, new and old ones.
The oldest included MacBook 2013, some dusty PC with GeForce 560 GTX...
Also there was integrated Intel GPUs, integrated AMD GPUs...
But that error I saw the first time for 10 years =)
It happened when I tried to run that game on some Win 10 virtual PC.
The shader is somewhat complex, yes. It is heavy procedurally generated from lua code. And it is supplied with some numerous stuff from several game objects. Therefore I can not give a concise example, sorry...
What is "too many" in numbers?
How much should I be worried?
How probable is that someone will see this also?
Love too many
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Re: Love too many
Not an answer, but you might consider filing a bug here to make this error message more helpful:
https://github.com/love2d/love/issues/
https://github.com/love2d/love/issues/
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
Re: Love too many
Regarding the number I did a little research in the code of love and I came across this, I don't know if really revealing:
https://github.com/love2d/love/blob/c8e ... ge.cpp#L66
https://github.com/love2d/love/blob/c8e ... ge.cpp#L66
Re: Love too many
Yes! That I did. Not for this particular issue, but the process worked welldusoft wrote: ↑Thu May 04, 2023 8:47 am Not an answer, but you might consider filing a bug here to make this error message more helpful:
https://github.com/love2d/love/issues/
I just want to be sure of what exactly to report. I need more confidence in pinpointing something concrete.
That's a really useful list to have in my bookmarks, thank you!Bigfoot71 wrote: ↑Thu May 04, 2023 9:56 am Regarding the number I did a little research in the code of love and I came across this, I don't know if really revealing:
https://github.com/love2d/love/blob/c8e ... ge.cpp#L66
As for the actual numbers, it states that:
Code: Select all
/* .MaxCombinedImageUnitsAndFragmentOutputs = */ 144,
- combined image uniforms — "The number of textures or images that can be bound to a shader program at the same time." — Ok, that I can understand.
- shader storage buffers — "Allow shaders to share data between each other." — What? Between each other?
- fragment outputs — "The number of outputs that the fragment shader can generate." — If my shader outputs to 3 different Love canvases I guess the number of fragment outputs is also 3, as I understand... Plus 1 depth buffer maybe?
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