I have heard that fewer drawing calls = faster The implied lesson is to pack as much vertex data into as few arrays as possible to minimize the number of drawing calls.
I was thinking of writing a rendering framework on top of OpenGL to pack all vertex data into a small number of arrays and draw the entire scene in only a few drawing calls.
My question is if this actually ends up faster if doing ALOT of drawing in one call (for instance to glDrawElements)?
I have also heard that if you try to draw too large of a vertex array with one call it will overflow the cache and not really end up being faster.