Texturing : Max number of uniform sampler2d glsl

OK, so I’ve been poking around forums for a while and everywhere I look it seems that the usual limit to the number of uniform sampler2d’s you can have for textures in a shader is 16 or 32, obviously this is hardware dependent.

So how come when I print both GL4.GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS and GL2.GL_MAX_TEXTURE_IMAGE_UNITS I get: 36482

That’s over 36,000 textures! No I did not mistype that number. Why would my limit be so high? I’m running an intel i5 on a macbook pro, mid 2010 I think.

There’s no way that’s correct is there? Is that just the total amount of textures you can have in memory for openGL and not glsl? What’s the deal?

I am by no means an expert, but I googled your question. It looks like that is just a constant (?).

https://www.opengl.org/registry/specs/ARB/tessellation_shader.txt
Ctrl + F for: MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS

CopyableCougar4

ha, you’re right