I’m thinking about how to manage FBOs in my program, and I might as well don’t do any stupid performance-killing mistakes.
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You shouldn’t change FBOs too often, so I should use one FBO for every texture dimensions I need.
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Does binding the same FBO twice in a row impact performance? And same question regarding unbinding twice in a row.
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If the above is a problem, then it might be worth it to cache the currently bound FBO, and only bind if needed?
That’s all I can think of right now.