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Get rid of MATERIAL_MAX_TEXTURES_USED
Another configurable knob of questionable usefulness, especially since this inhibits certain optimizations by making loop length dependent on a global variable.
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@ -1097,7 +1097,6 @@ void CWebGL1Driver::initWebGLExtensions()
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glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
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glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
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Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));
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Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES_USED));
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Feature.ColorAttachment = 1;
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}
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