I’m thinking about how to manage FBOs in my program, and I might as well don’t do any stupid performance-killing mistakes.
You shouldn’t change FBOs too often, so I should use one FBO for every texture dimensions I need.
Does binding the same FBO twice in a row impact performance? And same question regarding unbinding twice in a row.
If the above is a problem, then it might be worth it to cache the currently bound FBO, and only bind if needed?
That’s all I can think of right now.