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Fixed hardware data base link (typo)
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As gllampert pointed out in the comments the value is hardware dependent. You can retrieve it with glGet, using GL_MAX_COMBINED_TEXTURE_IMAGE_UNIT. You can find how different hardware performs herehere.

However, in OpenGL 3 there is a lower bound of at least 48 simultaneously used textures, no matter which type. [source]

As gllampert pointed out in the comments the value is hardware dependent. You can retrieve it with glGet, using GL_MAX_COMBINED_TEXTURE_IMAGE_UNIT. You can find how different hardware performs here.

However, in OpenGL 3 there is a lower bound of at least 48 simultaneously used textures, no matter which type. [source]

As gllampert pointed out in the comments the value is hardware dependent. You can retrieve it with glGet, using GL_MAX_COMBINED_TEXTURE_IMAGE_UNIT. You can find how different hardware performs here.

However, in OpenGL 3 there is a lower bound of at least 48 simultaneously used textures, no matter which type. [source]

Source Link
Wumpf
  • 873
  • 7
  • 15

As gllampert pointed out in the comments the value is hardware dependent. You can retrieve it with glGet, using GL_MAX_COMBINED_TEXTURE_IMAGE_UNIT. You can find how different hardware performs here.

However, in OpenGL 3 there is a lower bound of at least 48 simultaneously used textures, no matter which type. [source]