@DMGregory :-) Thank you. Yeah, I guess so, but better safe than sorry I guess :-)
Okay: OpenGL and Textures:
When creating a texture, I have to use glActiveTexture before binding the texture, to 'assign' the texture to a specific texture unit. This means, I only can have MAX_TEXTURE_IMAGE_UNIT's textures 'in OpenGL-cache' at the same time, right?
This means, I basically have to load/bind/ the textures every frame when using a scene with more than the max tex-units amount of textures?
I am looking at this atm: https://www.khronos.org/opengl/wiki/Example/Texture_Shader_Binding