Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
OpenGL allows you to share the same shader between multiple programs. Aside from saving small amounts of memory and a shader handle, are there any GPU-side performance benefits to doing this?
I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add ...