On Thu, May 6, 2010 at 6:17 PM, Wakefield, Robert <rjw03002@engr.uconn.edu> wrote:
The issue I see is that I send much less net data (a few pointers and sizes instead of a full index array), but I'd also need to make ~20 or so calls per frame.
What you'll really want to avoid is binding and unbinding VBOs as much as possible.  For objects with multiple materials, my object class uses separate VBOs.  For objects with around 10 materials, that's quite a few operations.  I'm going to have to convert the VBOs to an interleaved VBO to raise performance.  Long story short, I reiterate: try to minimize VBO binding.