Hi
This may be a really stupid question, but I was just wondering something. If I draw a tesselated surface and each patch has a texture associated with it, how expensive is it to call glBindTexture2D for each patch, even if the texture associated with different patches is the same? If the surface for example is a brick wall, then all the patches would have the same texture associated with it (i.e. bricks), so it should only be nesecary to call glBindTexture once. The reason why every patch would have a reference to a texture is because one of the patches might use a different one, say to simulate a hole in the wall or something. So is calling glBindTexture multiple times while rendering expensive?
Hope this made sense
Anders