Textures and framebuffers

Hi everyone…I have a question about binding opengl textures and framebuffer objects. In this page: http://www.opengl.org/sdk/docs/man/xhtml/glBindTexture.xml I’ve readed:

“A texture binding created with glBindTexture remains active until a different Texture is bound to the same target, or until the bound texture is deleted with glDeleteTextures.”

So my question is:
if I call glBindTexture with a some texture ID, and the next call to glBindTexture is done with the same texture ID, OpenGL makes any type of id-checking and if it’s true, the same occurs when I call glBindFramebufferEXT?

Thanks in advance

if I call glBindTexture with a some texture ID, and the next call to glBindTexture is done with the same texture ID, OpenGL makes any type of id-checking and if it’s true, the same occurs when I call glBindFramebufferEXT?

There’s no way to know. It’s a performance issue, and the spec can’t guarantee performance.

Just try to avoid redundant bind calls.