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quick glBindTexture question
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I used to do that too. Until i did a performance-check. On the hardware i was using at that time it didn't matter at all.
I assume common implementations check the currently bound texture before binding anyway. So the client-application is not required to perform this check.
But I may be wrong and not checking might slow down some machines. Then again chances that you exidentially bind the same texture twice in a row is really low.
I assume common implementations check the currently bound texture before binding anyway. So the client-application is not required to perform this check.
But I may be wrong and not checking might slow down some machines. Then again chances that you exidentially bind the same texture twice in a row is really low.
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