title: How fast is it to change the texture filters in OpenGL at runtime?
body: <p>I'm at this point where I would like to render a texture twice but with different filters.
  It seems like a very bad idea to store the texture twice with different filters, that would take up way too much V-RAM. So I came up with the idea to just change the filters on the go, but how fast is it?</p>
  
  <p>I'm thinking of doing it like this:</p>
  
  <pre><code>// First render call
  BindTexture(...);
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  RenderObject( ... );
  
  BindTexture(...);
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
  RenderObject( ... );
  </code></pre>
  
  <p>So the final question is: How fast is it to update the texture parameters at runtime?</p>