title: OpenGL texture management
body: <p>I'm rolling my very first game engine :D. I'm working on the texture resource manager now, and I want to do it right.</p>
  
  <p>Is it bad in any way to just fill up all of the ActiveTexture units that the driver supports? The alternative would be to conserve these slots and only set textures when they are actually needed, at the expense of more glBindTexture calls.</p>