we are currently running into the GLSL sampler/texture limit per stage which is defined by MAX_TEXTURE_IMAGE_UNITS. This is currently 32 for me, but I am wondering if there is any way to sample more textures.
I already checked into the sampler objects (http://www.opengl.org/registry/specs...er_objects.txt) which allows you to nicely split the sampler states from the texture objects, but there isn't any counterpart for this on the GLSL side, so I don't think this will help us increase the limit.
I know on D3D11 there is a split on samplers and textures also in HLSL where you can have upto 16 samplers per stage, and upto 128 textures. Textures are sampled by defining a sampler to use then. I guess nothing like this is available in OpenGL?
I also checked into the NV extension: NV_bindless_texture (http://developer.download.nvidia.com...ss_texture.txt), but sadly enough this only works on nVidia Keppler hardware.