Original Post
From what I've understood, too many state changes can result in slowdown. In my case, the relevant changes would be binding new textures and changing the blendmode. Is it a good idea to sort my render list according to texture/blendmode or could I simply put a query in the texture-drawing method like so: thnx /Mekanikles
if (currentBoundTexture != newTexture)
{
glBindTexture(GL_TEXTURE_2D, newTexture);
}