I'm trying to render a car's license plate in WebGL with a purple texture whose uniform name is diffTex
.
- When I render the rest of the car with a simple black material and no textures, the drawcall that renders the license plate binds uniform 35 to
diffTex
and uniform 36 tospecNrmMap
for 6 totalactiveTexture()
calls. The purple plate shows onscreen as expected.
- However, when I render the entire car with their own materials, textures, etc. the drawcall that renders the license plate skips
diffTex
, and binds uniform 35 tospecNrmMap
with no #36 for 5 totalactiveTexture()
calls. The purple plate shows up white without the diffuse texture.
Does WebGL have a uniform limit or a texture binding limit that I might be overlooking? webglreport.com states my Max Texture Image Units is 16 in the fragment shader, and I'm only using 6, so I have 10 to spare. I'm not changing anything in the license plate material, it just works when I render the car in black without textures, and it stops working when I render the rest of the car with textures.