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    $\begingroup$ I'm fairly certain that these values are hardware/version specific, but there are minimum values that an implementation must support. You can query them with glGet. $\endgroup$ Commented Sep 6, 2015 at 19:12
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    $\begingroup$ Note that the textures you've described are 64 MB each, so you may get limited by available VRAM before you hit API limits on the number of textures. 8 textures = 512 MB, so should be fairly safe, but many older cards or mobile cards only have 1 or 2 GB of VRAM, so you won't be able to go much more than 8 of these textures and still have VRAM left over for anything else. $\endgroup$ Commented Sep 7, 2015 at 0:01
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    $\begingroup$ What do you mean by 256*256*256? what is the third number? $\endgroup$ Commented Sep 7, 2015 at 9:44
  • $\begingroup$ @Iman it's a 3d texture rather than a 2d texture - if you want more info you could ask a separate question if you like. $\endgroup$ Commented Sep 8, 2015 at 20:44
  • $\begingroup$ I never heard such a thing, I thought textures are 2D (u,v) raster map that draped on 3d objects, however I take a look at tutorials and I become familiar with the concept. Thanks for your tip Terry $\endgroup$ Commented Sep 9, 2015 at 13:19