- // XXX Should use GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS since GL 2.0
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);
+ {
+ if(is_version_at_least(2, 0) || is_supported("GL_ARB_vertex_shader"))
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &count);
+ else if(is_version_at_least(1, 3))
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);
+ else
+ count = 1;
+ }