Evaluators and optimization

I use opengl evaluator in my application and I wanted to know what would be the fastest way to render a deformable 2d evaluator. My actual code is like so:

glBindTexture (texture0);
for every curve of texture0 {
glMap2f (GL_MAP2_VERTEX_4, …)
glMap2f (GL_MAP2_TEXTURE_COORD_2, …)
glMapGrid2f (…)
glEvalMesh2 (…)

Is there a way to make that thing a little faster?