Hello,
Would it make sense to remember which texture was set with SetTexture last, in order to avoid unnecessary SetTexture-calls Since this call is already wrapped within my texture manager it would be very easy to do this..
Or is there already a similar test within SetTexture

Managing SetTexture calls
Wervis
I know the general performace tips, but the costs table of the API calls is new to me. Quite informative, I'll consider these costs in my further development.
Martin
SqlTom
Yes, it would be beneficial to design your engine with this sort of optimization in mind.
As a general rule of thumb, state changing can be quite slow - thus avoiding any unecessary state changes can help improve performance. "Minimize state changes and group the remaining state changes" is the second entry in the SDK's General Performance Tips page. The Appendix for the Accurately Profiling Direct3D API Calls entry has a list of which state-changes cost what...
However, your particular example might not yield amazing differences - either the D3D runtime or the drivers will probably catch the fact that you're making duplicate/redundant calls and ignore your request.
If you're interested in this topic there is a lot of information in the SDK (including a state manager example) as well as on the internet - it's a pretty huge topic, so I won't try to cover it all here
hth,
Jack