Original Post
Currently, I have a texture array that I'm using to represent multiple levels of detail. I bind it once (I'm using OpenGL), then render something for every level of the array using a shader that takes that level as input.
I'm now thinking of switching to a method that would require me to bind a different texture for every level, rather than just binding the array once at the beginning. Essentially, i'd be managing the array manually myself. Is there a performance hit for every time I switch which texture is assigned to my shader for input, even though all the textures are already loaded in video memory at that point?
I'm now thinking of switching to a method that would require me to bind a different texture for every level, rather than just binding the array once at the beginning. Essentially, i'd be managing the array manually myself. Is there a performance hit for every time I switch which texture is assigned to my shader for input, even though all the textures are already loaded in video memory at that point?