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ldb

glsl fragment shaders

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My simple question involves dealing with several fragment shader programs. Is having N different program objects all compiled/linked during initialization and switching via glUseProgram(program) the most effecient way to do this? Or is there a detach/attach game with a single program-object that turns out to be faster?

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Original post by ldb
My simple question involves dealing with several fragment shader programs. Is having N different program objects all compiled/linked during initialization and switching via glUseProgram(program) the most effecient way to do this? Or is there a detach/attach game with a single program-object that turns out to be faster?

You can detach/attach shaders from a program object ofcourse but that won't have any effect until the program is linked again, which brings us back where we started. Changing shader program bindings is an expensive operation true, but with true dynamic branching that can be alleviated by using if-else blocks and clever manipulation of uniforms; however your first way is the way (atleast) I would currently prefer.

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