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Fix T72467: Crash when using many (>64) images in a shader
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Authored by Lukas Stockner (lukasstockner97) on Dec 16 2019, 3:24 AM.

Details

Summary

Previously this limit was rather high, but with UDIMs it's fairly easy
to reach this many images. Even though this exceeds the texture limit
on most hardware as far as I can tell, it should at least not crash.

The old code uses a fixed array which overflows eventually, this fix
replaces the array with a GSet.

Diff Detail

Repository
rB Blender