glLockArrays:
something like. it will tell the card to cache the various arrays, letting it to perform T&L once.
still, is implementation dependant.
personally, i’ve locked 4096 verts on the geforce, but the fps increment was just of 1 for a 34 fps animation.
but i didn’t tested deeply…
about multitexturing… no, i don’t think so.
there were many posts (and complains) about this issue.