Thumb rules:
- always makes as few openGL state changes as possible;
- always talk with OpenGL as little as possible.
The main reason is that talking to the GPU is expensive. The GPU is much happier if you give it something that takes a long time, and then donβt worry while it is running. Thus, it is likely that one VBO will be the best solution, unless it leads to a significant increase in the amount of storage that you need to use, and therefore work against caching elsewhere.
Tommy
source share