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Funkymunky

minimize glDrawElements or glBindBuffer...?

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santa01    307

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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mhagain    13430

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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