Lately, I've been interested by component systems but I do have some questions about them with relation to batch rendering.
From a lot of documents/tutorials I've read in the past 3 years (although the documents/tutorials themselves are sometimes older), in order to come closer the the GPU's full potential, I should try to:
a. Prevent shader/texture/VBO switches.
b. Use batches to render multiple instances of a mesh.
But how would I implement this in a component based system? Is it as trivial as keeping a list of all entities that have a RenderComponent, keeping them sorted and create batches whenever possible or are there (potential) issues here?
I am relatively new to component based systems so please excuse me if this is a dumb question.
Thanks a lot in advance.