Can frequent state changes decrease rendering performance?

Posted by Miro on Game Development See other posts from Game Development or by Miro
Published on 2012-06-27T14:24:11Z Indexed on 2012/06/27 15:27 UTC
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Can frequent texture and shader binding decrease rendering performance?

"Frequent" binding example:

for object
   for material in object
      render part of object using that material

"Low count" binding example:

for material
   for object in material
      render part of object using that material

I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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