I was wondering what could be the best solution performance-wise:
> to use one shader which does my blinn-lighting OR bump-mapping, according to a parameter, or
> to use one shader per specific use-case, keeping in mind changing shaders at render-time is really time-consuming?
I guess you're all going to tell me "render the blinn faces first, change your shader, then render the bump ones", but my file-format provides objects in which there are faces, some maybe blinn and some bump... So I can't definately sort them by "shader-type".
What could be the most interesting solution?