I want to do fast texture switching. What I mean is this:
Lets say I’ve got 2 textures (256x256). One for the floor, and one for the walls. When I’m rendering I’m switching between those 2 textures all the time using glBindTexture().
Is it smart to switch all the time, or is it faster to use one rendering pass for the floor, and one for the walls? Two rendering passes also call for more processor time.
In other words:
Is switching textures using glBindTexture() very slow?
Does it make much difference hardware/software rendering?
i can imagine there will there be more effort to speedup texture swapping.
cause i can see programs wanting more + more texture variation in.
eg take quake2 here u bind a texture + draw a 500 tri model, and also any other models that require this texture.
in quake3 (exaggerated case) to draw the a model first u need to bind the shaders texture for the feet (20 tris) draw that mesh then bind another shader and redraw again.