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.
This commit is contained in:
sfan5
2021-11-19 20:16:57 +01:00
parent 6779cb7254
commit d322b73e4c
6 changed files with 7 additions and 29 deletions

View File

@ -1097,7 +1097,6 @@ void CWebGL1Driver::initWebGLExtensions()
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));
Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES_USED));
Feature.ColorAttachment = 1;
}