I've been making pretty good use of texture atlases in my current game, but as I find myself forced to use another texture (to enable generating tex coords for point sprites), I'm wondering if there may be a better way than currently batching by texture, and calling glBind before each batch.
Instead is it more efficient to pre-bind a whole set of textures to all the available active texture slots, then simply only read from the ones I'm interested in in the fragment shaders (or call glUniform to change the active texture used by the frag shader). Is there any performance penalty to have a load of textures bound, but not being used?
Is this a practical way to work on GLES 2.0, and are there any typical figures for how many active texture slots should be available on mobiles? I'm getting the impression the minimum is 8.
This may make a difference as I'm having to do several render passes on some frames.
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