r/opengl•
AngusMcBurger

Speed of rebinding each type of object in OpenGL

I saw somewhere someone had written out a sort of hierarchy of the expense of rebinding each datatype in OpenGL, ie: texture, program, vertex array object, vertex buffer object, frame buffer object. They gave an idea of how you'd set out your render pipeline to take advantage of this by changing each type in a loop in order of the cost of changing it, as in:

foreach(program) {
    foreach(texture) {
        foreach(framebufferobject) {
            ...

Does anyone know what I'm talking about? My google-foo really isn't helping me find the post!

Posted Feb 25, 2016, 12:34 AM UTC

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