cost of texturing
Hi, I am wondering how expensive it is to change the current texture being used by OpenGL via the glBindTexture command?
Would it be worthwhile organizing a mesh ordering it by which texture it uses (like grouping by texture type)?
I haven''t had a chance to test the performance hit properly of changing the texture rapidly....
Thanks, Cel
Delete your other two posts. Short answer: Yes, it is worthwhile to avoid texture changes.
Texture binding is expensive. You can gain quite a few fps by avoiding needless texture swaps.
Keef
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glDisable(WORK);
glEnable(GL_CODING);
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