I bow to your superior knowledge, but it’s not what icculus said in this post. There the question was asked:
What i have heard is that the flushing happens when you render a new texture, so if you render 2 sprites multiple times it is way faster to render A A B B rather then A B A B, since it only has to flush 2 times rather then 4, is this correct?
to which the reply was:
This will not flush at all in 2.0.10, assuming those SDL_Textures haven’t changed in some way between SDL render calls.
He does go on to say:
That being said, when flushing does happen, it benefits from using the same texture twice in a row, as SDL is now smart enough to only bind the texture once (in GL, Direct3D, etc) and draw from it multiple times, so you’ll see performance increases in this scenario beyond the higher-level “flushing” that SDL does.
So I wonder if we are talking about two different kinds of batching. I was referring to SDL’s internal batching, first enabled in SDL 2.0.10, which is independent of the backend and seemingly can batch multiple source textures. Whereas you may be talking about a lower-level batching within OpenGL.