I understand that between Draw calls if sprites are drawn from different textures, it takes a performance hit, since opengl has to bind to another texture every time.
I am wondering what is more expensive when I want to use the same sprites, but different sizes. Should I pre-make my textures separately, such that SFML/opengl doesn't need to scale them, or should I just scale the same texture, as the texture switching between each Draw call might cost more than the scaling?
(In a context where 300-500 3x3 to 30x30 particles are drawn each frame)