[renderer] Up some limits so I can test with ad_tears

The map uses 41% of a 4k light map scrap, and 512 texture descriptors
wasn't enough for vulkan. Ouch. I do need to get cvars on these things,
but this will do for now (decades later...)
This commit is contained in:
Bill Currie 2022-05-21 17:45:22 +09:00
parent e967724196
commit 3bb54bc20a
3 changed files with 3 additions and 3 deletions

View file

@ -598,7 +598,7 @@ GL_BuildLightmaps (model_t **models, int num_models)
} }
if (!light_scrap) { if (!light_scrap) {
light_scrap = GL_CreateScrap (2048, gl_lightmap_format, 1); light_scrap = GL_CreateScrap (4096, gl_lightmap_format, 1);
} else { } else {
GL_ScrapClear (light_scrap); GL_ScrapClear (light_scrap);
} }

View file

@ -206,7 +206,7 @@ glsl_R_BuildLightmaps (model_t **models, int num_models)
//FIXME RGB support //FIXME RGB support
if (!light_scrap) { if (!light_scrap) {
light_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 1); light_scrap = GLSL_CreateScrap (4096, GL_LUMINANCE, 1);
} else { } else {
GLSL_ScrapClear (light_scrap); GLSL_ScrapClear (light_scrap);
} }

View file

@ -109,7 +109,7 @@
}; };
texture_pool = { texture_pool = {
flags = free_descriptor_set; flags = free_descriptor_set;
maxSets = 512; maxSets = 1024;
bindings = ( bindings = (
{ {
type = combined_image_sampler; type = combined_image_sampler;