would it make sense the take different types of geometry and put them into a single buffer? Doing this lessens the number of glbindbuffer calls but would it be worth it or should it be something decided after?
I actually use glbindvertexarray but I would think the same idea applies.
I do this for each object
glbindvertexarray(object id)
//draw elements
glbindvertexarray(0)
but if I batch them I could:
glbindvertexarray(object id)
glbindbuffer(GL_ARRAY_BUFFER, batch0);
//bind/draw elements for object 0
//bind/draw elements for object 3
//bind/draw elements for object 1
…
glbindvertexarray(0)