The OGL pipeline currently plays it safe when it comes to enabling and disabling
GL_TEXTURE_2D state. For every operation that uses texturing, we have code like
this:
glEnable(GL_TEXTURE_2D);
...
// draw texture mapped quad
glDisable(GL_TEXTURE_2D);
Obviously this results in unnecessary (and expensive) state changes, especially
when there are many consecutive texture-based operations. This is a common case
in Swing apps, where much of the time is spent rendering text and small icons,
both of which are texture-based operations.
###@###.### 2005-06-04 17:23:37 GMT