For rendering I have a current GL context associated with a window. In the case where the application renders multiple scenes (for example using accumulation or different viewpo
I usually tend to use additional contexts only when I absolutely have to, such as rendering to multiple GUI windows. For everything else, I use framebuffer objects or state changes.
However, performance recommendations like this do not apply to all cases. If in doubt, you should measure your own application on your own hardware. gDEBugger might help, there's a trial version available.