I'm currently binding diffuse,normal,spec etc to TEXTURE_0,1,2
Is there any downside to throwing those 3 things into a texture array per object? I save a handful of opengl calls so that is a positive, but is there any downside to having a bunch of texture arrays? My instinct would be no. But I don't know if there is some cache issue where texture unit 0 1 2 have their own cache and throwing these into a texture array changes some memory layout or something.
Edited by dpadam450, 19 February 2014 - 11:21 PM.