This is not called in the specification as far as I have seen. In practice, it turns out that many implementations actually do some processing if you retype the same texture as the relative drop in performance, if you don't check the current texture. I would recommend using the test, if possible, just to make sure that the implementation details do not adversely affect your program.
Generally speaking, itβs very useful to ignore OpenGL startup with your own state handling, so that you can query for a state, such as related texture or active matrices, without calling glGet , which will be almost always slower than your custom processing.This also allows you to disable invalid behavior and generally simplifies your program.
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