Is it a good idea to bind all textures to the pipeline during application initialization (given that I don't have a ridiculous amount of textures I'm using)? Right now, my render code looks something like this (pseudo code):
void Render(void)
{
...
SetTexture(this->get_mesh_texture(0));
RenderTexture();
...
}
void SetTexture(Texture& t)
{
ShaderResourceView textureView = createTextureView(t);
this->shader->bindResource(textureView);
}
Does it incur a lot of overhead to be creating and binding a resource view every time I render a texture?
Edited by jdub, 06 February 2013 - 01:55 PM.






