In DirectX changing states lowers the performance. Is the same happening in OpenGL? If so, which states are the most/less resource consuming? :?
In DirectX changing states lowers the performance. Is the same happening in OpenGL? If so, which states are the most/less resource consuming? :?
Yes, depending on what state you change, usually most expensive is binding shaders, then next one is binding textures (which is not as nearly expensive as binding another shader).Originally Posted by cronodragon
in opengl state changes are generally cheap.
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