I don't fully understand the way texture data is accessed on the GPU. If possible - could anyone explain these?
When the number of texture units is limited, does this limit the number of textures I can generate using
glGenTextures()
and upload to the GPU usingglTexImage2D()
? Or does it only limit the number of texture units which can be bound usingglBindTexture()
?What I'd really like to do is to be able to upload all my textures to the GPU - even if there are more than the number of available texture units. When a texture is needed I would just bind it to the texture unit using
glBindTexture()
. Is this possible?