Thanks for the info and response.
What would you say is faster:
One sprite, switch the texture thereof, this means the window drawing function does not have to check for a condition, the pointer rendertexture changes during every iteration:
rendertexture->display();
renderSprite.setTexture(renderTexture->getTexture());
or
Two sprites, each for a rendertexture, switch which is drawn, window drawing function checks on every iteration (or one could change a pointer to the renderSprite at the end of the rendertexture thread iteration):
if (first)
window.draw(firstRenderSprite);
else
window.draw(secondRenderSprite);