How? The hardware cannot use more than X textures, period. So you would gain nothing by having texture binding that does not deal with numbered texture units. Thus, nothing can be considered "very limited possibilities."On another side, I find too that to have now very limited possibilities because of this into fragments shaders is really ridiculous in 2010
Really? Can they decompress a 4096x4096 texture 100,000 times per frame at 60+ FPS?(a PocketPC can very easily compress/decompress JPEG and decompress MPEG files in pure software with a very little processor, so no reasons about to speak power processing problems or others lies)
I didn't think so.