Order of Texture Binding
Hopefully a quick question!
I am writing a large-ish number of quads to the screen (say 10000) from a pool of about 15 different textures. As the code loops across the screen it binds and then displays the appropriate texture, each in turn. My question is -> Would there be any performance benefit to writing all of one type of texture first before writing a second? The cost would be in the numerous (*15) passes of the display loop and if statements, but the benefit (?) would be in binding a maximum of 15 times instead of 10,000?
Regardless of the textures displayed, they are varied with glColor3f().
Many thanks for reading.