I looked at the definition for each of these parameters and it sounds as if MAX_TEXTURE_UNITS specifies the number of available textures for the fixed function and MAX_TEXTURE_IMAGE_UNITS is the number of total units usable in a fragment shader. Does this mean that if no shader is in use you can still bind textures to a unit higher than MAX_TEXTURE_UNITS but less than MAX_TEXTURE_IMAGE_UNITS? If this is the case, would no results be visible normally?
Also, when using the GL_COMBINE texture environment mode, you’re allowed to specify one of the sources for the combination function as GL_TEXTUREn, does mean only textures available to the fixed pipeline can be accessed or can n be any bound texture unit?
Thanks