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joanusdmentia

Redundant state changes

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Just curious what sort of performance impact redundant state changes have? For example, if I were to bind texture A, render some vertices, bind texture A again and render some more, would a state change actually happen on the second binding?

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It's left up to the driver to decide. All drivers I know of currently do NOT check for redundant state changes. If your code organization is such that you have uncontrolled state changes with no idea of what's actually changing and what isn't, you may want to do client-side checking for redundancies if your framerate is too low.

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