The developer can also use it as view on a sub-resource, for example individual texture layer or mipmap in an array texture. ARB_texture_view (core 4.3) introduced the concept of casting texture formats to different types as long as they have the same texel size.glTextureStorage is the better alternative for the driver. The classic glTexImage never “knew” how many mip-maps would actually be specified, often causing lazy allocation.
![is opengl 4.4 fast is opengl 4.4 fast](https://cdn.mos.cms.futurecdn.net/4667226707d03e6530797100ea7723e8.png)
ARB_texture_storage (core 4.2) provides immutable textures whose definition is complete up-front.We also encourage the use of few but rather large buffers as suggested in the memory management blog post. This would allow an identical workflow to Vulkan. Ideally the developer uses persistent mapped buffers for all buffers that he expects to for reading or writing access on the CPU. ARB_buffer_storage (core 4.4) should be preferred over the classic glBufferData, as it gives better usage hints than glBufferData.Some of these functions may also be available under EXT_direct_state_access, the primary difference between ARB and EXT is that ARB requires the use of glCreate”Resource” rather than working from glGen”Resource” object handles. In this case the “indirection” by passing the object handle, may cause additional work. “Bind to Edit” can still be beneficial in the hot loop, for example when the same buffer is updated very often by glBufferSubData, or glUniforms for the active program are changed. glBindBuffer would most likely only be used with the ELEMENT_ARRAY, DRAW_INDIRECT in the rendering loop.glBindBuffersBase / glBindBuffersRange for UNIFORM, SHADER_STORAGE, ATOMIC_COUNTER, TRANSFORM_FEEDBACK.
![is opengl 4.4 fast is opengl 4.4 fast](https://learnopengl.com/img/in-practice/breakout/cover.png)
Within the rendering hot loop the new set of binding calls is encouraged, as they only affect rendering state: Using DSA makes object manipulation cleaner as it doesn’t affect the binding state used for rendering, therefore is also middleware friendly.