I am inspecting Direct State Access, which sounds pretty exciting. Now I am wondering if I am actually getting it right:
Let’s take the example of GlDrawElements. It would normally require to bind a vertex vbo and an index vbo. The cost for doing so is noticeable, so a decent engine tries to keep stuff sorted by vertex/index buffer usage (not to mention textures etc.).
Is this cost (and consequently the need for the sorting or queueing infrastructure) going more or less away with Direct State Access?
It Would be really reall great not having to be so worried about how many times textures and vertex buffer objects are shuffled… if not for a matter of speed, for the significative simplification of code.