Increase MAX_DRAWIMAGES limit#405
Conversation
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Should use a texture atlas to avoid too many images, no? |
No, we also added animated emojis, using shader animMap |
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But using an atlas is a good idea. However, we'd need to remake everything. The easy way is to increase the limit in the engine. If that causes a problem, I'll understand |
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It's probably fine but the more limits you increase the more you make the source port hardware creep on requirements that being able to still run on older rigs takes more ram etc |
I see your point, but doesn't the hardware load depend directly on the actual number of loaded textures, not the limit itself? Right now, the client just crashes. If we raise the limit, vanilla users on older rigs won't see any difference because their asset count stays the same. It just opens up possibilities for heavy mods, leaving the resource management to the players' hardware |
As it always happens - noone will optimize their code after that because 'just works' on current engine. |
I said "easy" because we did all the work with emojis and when test we had the error message... didn't notice there's limitation. But okey, thanks for repsonse |
Are they all animated or just some |
just some. About 30 emojis |
New emoji assets have been added for OSP2/OSP2-BE mods, requiring a higher limit for images drawn on the client side.