I was wondering if it is recommended to eliminate all redundant opengl calls.

For instance, should I be doing something like (wrapped in a function):

```
if(foobuffer != boundbuffer) {
  glBindBuffer(GL_BAR_BUFFER, foobuffer);
  boundbuffer = foobuffer;
}

```

Or is the driver automatically doing such things and this is actually a redundant reduntant-check?