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Home/ Questions/Q 8044561
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T05:16:10+00:00 2026-06-05T05:16:10+00:00

In apple’s docs:( http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html ) it says that for OpenGL ES 1.1 on the

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In apple’s docs:(http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html)

it says that for “OpenGL ES 1.1 on the PowerVR SGX” “There are 8 texture units available.”

it doesn’t say how many units are available on OpenGL ES 2.0, does that mean there is no limit?

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  1. Editorial Team
    Editorial Team
    2026-06-05T05:16:12+00:00Added an answer on June 5, 2026 at 5:16 am

    Rather than asking and getting an answer that may or may not be correct in the future, your app should be checking programmatically at runtime using something like this:

    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &MaxTextureUnits);
    

    Note that there are also separate numbers for the number of allowed texture units in a vertex shader and a fragment shader. They would use the constants GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS and GL_MAX_TEXTURE_IMAGE_UNITS. The COMBINED number is the number available to both at the same time.

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