I think this anwers your question:

http://www.gamedev.net/topic/544990-gl_max_texture_units-is-wrong/

Cheers,
WL


2013/12/16 Daniel Schmid <daniel.sch...@swiss-simtec.ch>

> Interesting. So could this be a bug in osg?
>
> Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I
> wonder if this value does not only mean maximum number of multitexture
> units, but also that only the lowest 4 units are capable of beeing used for
> multitexturing! This would kind of be an answer...
>
>
>
> Wojtek wrote:
> > Hi Daniel,
> >
> > I confirm your observation. I, however, do not agree that its a TexGen
> problem. Frankly I do not know what it is, and I had no time to
> investigate, but I think its maybe relate to TexEnv settings. I only made a
> following test: I zeroed a spotlight texture (memset( image->data(), 0,
> image->getTotalSizeInBytes() );). In this case no light should be cast on
> terrain no matter if texgen is set or not, because texcoords should not
> matter if texture is black everywhere. Yet the problem is the same. For
> stages above 3 terrain is brightly lit. So it looks to me like an issue
> with applying or blending the texture on stage 4 and more... Its not a
> problem of coord generation its the problem of texture not used correctly...
> >
> >
> > Cheers,
> > Wojtek
> >
> >
> >
> > 2013/12/16 Daniel Schmid < ()>
> >
> > > Hi Wojtek, would you mind doing the simple test with the sample
> program osgspotlight and the modifications I documented? I wonder if you
> get the same different results as soon as you use texture units from 4 and
> above.
> > >
> > > Cheers,
> > > Daniel
> > >
> > > ------------------
> > > Read this topic online here:
> > >
> > > http://forum.openscenegraph.org/viewtopic.php?p=57677#57677 (
> http://forum.openscenegraph.org/viewtopic.php?p=57677#57677)
> > >
> > >
> > >
> > >
> > >
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> >
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> Read this topic online here:
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