Dear All, Probably more an OpenGL question, but is there a penalty (performance, memory etc.) incurred from using non-contiguous texture units in a multitextured model?
For example, instead of binding a diffuse texture in unit 0 and a bump/normal/shadow map in texture 1, one could bind the diffuse to 0 and the bump/normal/shadow map to (say) texture unit 7. It's assumed that theres a shader which respects the right texture units. I have tried to test this, but my test context hides any performance difference, so was wondering if there was any "theoretical" difference, and therefore reason not to do it. Thanks in advance, David
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