The limit is imposed by driver, you can read it with the openGL calls

int maxTexture;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &maxTexture);

this number should be 16 since geforce 6.

BTW, why are you usinge 8 texture? O_O
They are a lot.

2009/1/12 Martin Großer <[email protected]>

> Hello Robert,
>
> yes, that was what I mean. :-) Also I can use 8, 16 or 32 textures, when
> this the driver and the hardware this number of textures supports?
>
> In my application I use a limit of 8 textures. Is this ok for a average
> hardware?
>
> Cheers.
>
> Martin
>
> -----Ursprüngliche Nachricht-----
> Von: [email protected]
> [mailto:[email protected]] Im Auftrag von Robert
> Osfield
> Gesendet: Montag, 12. Januar 2009 14:35
> An: OpenSceneGraph Users
> Betreff: Re: [osg-users] texture limit?
>
> HI Martin,
>
> What do you mean by "texture limit per object"?  Do you mean how many
> texture units can be active in OpenGL/OSG at once?
>
> If my guess is correct for what you mean then the answer is simply -
> it's hardware/driver dependant.  The answer also depends upon whether
> you are using shaders or fixed function pipeline as some drivers have
> a higher limit when using shaders.
>
> The OSG itself doesn't apply any limits so you can assign as many
> texture units as you wish, but it'll only work properly if the
> underlying OpenGL implementation supports what you are asking from it.
>
> Robert.
>
> On Mon, Jan 12, 2009 at 1:10 PM, Martin Großer <[email protected]>
> wrote:
> > Hello,
> >
> > I have a simple question. There are a texture limit per object? I thought
> > there are a limit of 8 textures in OpenGL, but I am not sure.
> >
> > A short answer, would be very helpful.
> >
> >
> > Thanks.
> >
> >
> > Martin
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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