The problem is: You are not really able to count them, because the texture slots get filled with model (&other) textures dynamically during in-game play and I am not sure if they ever get released, when the caching of models option is turned on.
![Roll Eyes ::)](http://ufoai.ninex.info/forum/Smileys/default/rolleyes.gif)
So the longer you play, the more texture slots will get filled. Model caching should be a feature, but unfortunately in combination with MAX_GL_TEXTURES it acts like a bug.
![Huh ???](http://ufoai.ninex.info/forum/Smileys/default/huh.gif)
Another funny thing is that we have virtual in-game limit of 1024 models per map (MAX_MAP_MODELS), which alone would use up ALL of our texture slots when really used... ![Shocked :o](http://ufoai.ninex.info/forum/Smileys/default/shocked.gif)
You can turn off model caching to free a lot of the texture slots...
So to avoid bugs during play in-game (also with other maps), we should rework model caching and limit the amount of cached models to a specified number if MAX_GL_TEXTURES = 1024 is to be set in stone.
Edit: The MAX_MAP_MODELS stuff is not true, because it stands for the total number of map models allowed, not the number of different models, so forget that one, please...