Question is regards to glbind
I am working on an 2D iPhone game using OpenGL ES and am still somewhat new to the world of OpenGL..
I have a level that is approximately 6000x2000 and I am currently drawing all of the levels elements on every iteration of my game loop. This requires many glBind calls. I have read that these calls are expensive and I am noticing some lag in my game.
What I was thinking of doing is to do a check on the elements and only draw them if they are within the current visible section of the level.
What I would like to know is if making these logic checks ( will need 4 checks for the bounds of the current rect) is less expensive than a glBind call.