I’ve been reading through the NVidia docs on it’s VBO interface, and have been getting the impression that it expects to find the verticies, normals, etc, for multiple objects in the same vertex buffer. (I’m thinking this because it has a section on emphasizing optimizations by using buffer offsets, and says to use glVertexPointer() as seldom as possible).
Does it make sense for me to cram several unrelated objects into one massive vertex buffer? Would interleaving my data be a good idea? Would this be a performance improvment? Would it be good or common coding practice?