I was wondering if it is recommended to eliminate all redundant opengl calls.
For example, should I do something like (wrapped in a function):
if(foobuffer != boundbuffer) { glBindBuffer(GL_BAR_BUFFER, foobuffer); boundbuffer = foobuffer; }
Or does the driver automatically perform such actions, and is it really redundant re-checking?
c ++ buffer call opengl driver
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