CatAtWork
03-08-2007, 09:39 AM
Does this reduce the cost of switching textures vs. many BindTextures? Is most (all?) of the cost of BindTexture just from the driver call?
simongreen
03-08-2007, 11:21 PM
Yes, it is usually more efficient to use texture arrays, rather than splitting your geometry into separate pieces and binding different textures, because this reduces the number of draw calls.
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