   Texture Units Question
  Hello ppl!I am a little confuzed about texture units.I was reading some gfx card specs.For example.. ATI Radeon 9700It has 8 multitexture units. But at the same papper I read that it has 16 texture units in the ARB_fragment_program.What means that? if I use Multitexturing and i try to draw a trangle using a fragment program i can have 16 textures on the same triangle with one pass?maybe when I use more than 8 texture units i must setup the units with some different way?or with the normal way? :glActiveTextureARB(GL_TEXTURE8_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, texID8);glActiveTextureARB(GL_TEXTURE9_ARB);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, texID9);glMultiTexCoord2fARB(GL_TEXTURE8_ARB ...);glMultiTexCoord2fARB(GL_TEXTURE9_ARB ...);What about When using nVidia register Combiners? you have more texture units available when you use them? (like fragment_program or fragment_shader)thanks for your time! :)   
  You have 16 texture units so You can glBind 16 textures, but you can explicitly send texture coords for 8 textures only.   ;  btw with glsl u donmt need to enable textures   ;  thanks for the replies guys! :Dbut what about register combiners? you have more texture units available when using them? or the same you have when you use the OGL fixed pipeline?   