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Funkymunky

minimize glDrawElements or glBindBuffer...?

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OpenGL standard doesn't describe how VBO binding should be implemented internally, I guess this would be vendor specific, whereas reducing draw calls would give you an average performance boost.

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Why can't you minimize both? You pretty much only need a VBO and draw call per every different kind of a shader you're going to use.

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You don't even need a VBO per-shader, you could in theory have one big VBO containing all of your scene geometry and then adjust the params of your draw calls to use the appropriate ranges within it.

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