quote:
Original post by Null and Void
The way I set it up, I load the textures in to the linked list, and each object has a pointer to the texture that it is using. After all of the objects that are to be rendered are determined, I quicksort them (so that the least amount of state changes are required) and then render them.
It is very fast, and I doubt there is more than a millisecond lost of speed per frame. How do you think professional games store textures? The certainly don''t do it with an array.
Since OpenGL stores textures as integers, i doubt they even bother, and just include it(the int) as a field with the primative they are rendering.