             static unsigned int max_block_size = UINT_MAX;
             if (max_block_size == UINT_MAX)
                 max_block_size = get_max_block_size_multi(gpu_compute_nlist_multi_binned_kernel<2,cur_tpp>);
-            if (compute_capability < 35) gpu_nlist_multi_binned_bind_texture(d_cell_xyzf, cli.getNumElements());
+            if (compute_capability < 35) gpu_nlist_multi_binned_bind_texture(d_cell_xyzf,
+                                                                             cli.getNumElements(),
+                                                                             d_stencil,
+                                                                             stencil_idx.getNumElements());
 
             unsigned int run_block_size = (block_size < max_block_size) ? block_size : max_block_size;
             dim3 grid(N / (block_size/threads_per_particle) + 1);

            static unsigned int max_block_size = UINT_MAX;
            if (max_block_size == UINT_MAX)
                max_block_size = get_max_block_size_multi(gpu_compute_nlist_multi_binned_kernel<0,cur_tpp>);
            if (compute_capability < 35) gpu_nlist_multi_binned_bind_texture(d_cell_xyzf, cli.getNumElements());

            unsigned int run_block_size = (block_size < max_block_size) ? block_size : max_block_size;
            dim3 grid(N / (block_size/threads_per_particle) + 1);

    return max_threads;
    }

void gpu_nlist_multi_binned_bind_texture(const Scalar4 *d_cell_xyzf,
                                         unsigned int n_elements,
                                         const Scalar4 *d_stencil,
                                         unsigned int n_stencil_elements)
    {
    // bind the position texture
    cell_xyzf_1d_tex.normalized = false;
    cell_xyzf_1d_tex.filterMode = cudaFilterModePoint;
    cudaBindTexture(0, cell_xyzf_1d_tex, d_cell_xyzf, sizeof(Scalar4)*n_elements);

    // bind the stencil texture
    stencil_1d_tex.normalized = false;
    stencil_1d_tex.filterMode = cudaFilterModePoint;
    cudaBindTexture(0, stencil_1d_tex, d_stencil, sizeof(Scalar4)*n_stencil_elements);
    }

//! recursive template to launch neighborlist with given template parameters
