I'm thinking about texture atlases and memory and swapping textures etc.
The general rule is, the more texture atlases used to store sprites then the bigger the overhead because OpenGL has to swap the buffers each time it renders stuff.
If I was to load 3 texture atlases, but only normally render 2 of these, then do I get away without a perfomace penalty of a 3rd atlas?
Eg, having 3 texture atlases in memory, but ONLY rendering TWO of these at any one time.
(the 3rd is used for only stuff on the pause menu, for example, so isn't normally part of gameplay).
To put it another way, during a single run loop/frame, only 2 atlases get referenced, so only those 2 contribute to the execution time, even though there's a 3rd atlas in memory just sitting there?
Thanks for any insights...