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material work, use multibind and dsa in main texture binding
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4
gl/ubo.h
4
gl/ubo.h
@@ -31,7 +31,7 @@ namespace gl
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#pragma pack(push, 1)
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const size_t MAX_TEXTURES = 4;
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const size_t MAX_TEXTURES = 8;
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struct scene_ubs
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{
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@@ -91,7 +91,7 @@ namespace gl
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static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs");
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const size_t MAX_LIGHTS = 4;
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const size_t MAX_LIGHTS = 8;
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struct light_ubs
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{
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