I know that it is quite expensive to do a glTexImage*D(...) every frame, so there are texture objects. They contain the state of a texture, as filters, wrapping mode. Now my question:
Are the calls to glTexParameter() also expensive or does it have only minimal impact on performance when I would for example everytime I do a glBindImage set up all texture parameters. Or is it better to store the parametes with the object?.
The reason is that I want to implement a singleton texture manager and I'm not sure what to do with the texture parameters. With texture parameters not bound to the texture objects it would be no problem to to change for example anisotropic filtering just after the glBindTexture().
Btw there is another problem I'm not sure how to handle, its a little bit OT; but does the use of run time type information slows down an app.When I would use it,it would simplify interaction between objects of my scene, without it I would have to store the class information by myself for example as an int?