gentextures only creates handles for you. Actual memory for the bitmap
data is allocated when calling glteximage2D. That will be your biggest
limitation as video ram is of course limited. How much vram is
available is dependent on the chipset/device you are running your
application on.

On 1 Mai, 00:59, Jeremiah Sellars <[email protected]> wrote:
> Oh, geez... okay that explains it. Thanks to both of you, that really
> explains it well. Is there then a limit on the number of textures
> GenTextures can return?
>
> On Apr 30, 3:39 pm, Robert Green <[email protected]> wrote:
>
>
>
> > Yeah multiple texture units are only needed for multitexturing, of
> > which the most common use is for lightmapping.
>
> > On Apr 30, 4:57 pm, Mario Zechner <[email protected]> wrote:
>
> > > The number of texture units and the maximum texture size are not
> > > really related in any way. The number of texture units tells you how
> > > many textures you can use simultaniously when drawing geometry (how
> > > many textures can be bound at once). You can have more textures in
> > > video ram than there are texture units, however, you can only bind
> > > #texture units textures at any time. A maximum of 2 texture units is
> > > sufficient for most scenarios where you have a diffuse texture and a
> > > lightmap for example.
>
> > > The maximum texture size is really just an estimate with most drivers
> > > and depends on things such as internal storage (which might be fixed
> > > by the driver anyways) and so on.
>
> > > In any case, both numbers will differ from device to device or rather
> > > chipset to chipset.
>
> > > On 30 Apr., 23:19, Jeremiah Sellars <[email protected]> wrote:
>
> > > > I'm wondering if this is just an issue with how the emulator is setup,
> > > > but I'm not sure.
>
> > > > I'm (natively) calling this:
>
> > > > int maxt = 0;
>
> > > > glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt);
>
> > > > __android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max textures %d",
> > > > maxt);
>
> > > > This only outputs 2... could it be possible that I'm going to be
> > > > allowed only 2 textures? That seems impossible...
>
> > > > GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
> > > > you could lay everything out on a couple of 4096x 4096 images (seems a
> > > > bit crazy) but anyway...
>
> > > > Am I just running into one of things that will be different per phone
> > > > processor?
>
> > > > Thanks everyone,
> > > > Jeremiah
>
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