glGetIntegerv(GL_MAX_TEXTURE_UNITS,…) reports 8 units on my ATI9800. On a GFFX the same call results in 4, but using fragment programs you can use up to 16 different texture units(I think NVIDIA has another name than ‘texture unit’ for a unit where you can bind textures to, don’t remember what though).
I did a simple test and this call doesn’t fail on my ATI board
But with GL_TEXTURE16_ARB it does. Can anyone with experience in using many active textures(more than 8) and fragment programs on ATI boards tell me if they do support more than 8 active textures or not?