One of the optimiazions which can be done to speed up rendering is to sort the objects with respect to texture. Fewer the texture changes faster the rendering is.
Lets assume the following scenario:
glBindTexture( GL_TEXTURE_2D, 1 ); drawSth(...); glBindTexture( GL_TEXTURE_2D, 1 ); drawSthElse(...);
Will the second glBindTexture impact the performace ? Will the OGL notice that the texture 1 is already binded and needs no binding ? Or should I take care of checking what texture has been previously binded and prevent calling glBindTexture ?
Thx in advance