In my application I draw a lot of cubes through OpenGL ES Api. All the cubes are of same dimensions, only they are located at different coordinates in space. I can think of two ways of drawing them, but I am not sure which is the most efficient one. I am no OpenGL expert, so I decided to ask here.
Method 1, which is what I use now: Since all the cubes are of identical dimensions, I calculate vertex buffer, index buffer, normal buffer and color buffer only once. During a refresh of the scene, I go over all cubes, do bufferData() for same set of buffers and then draw the triangle mesh of the cube using drawElements() call. Since each cube is at different position, I translate the mvMatrix before I draw. bufferData() and drawElements() is executed for each cube. In this method, I probably save a lot of memory, by not calculating the buffers every time. But I am making lot of drawElements() calls.
Method 2 would be: Treat all cubes as set of polygons spread all over the scene. Calculate vertex, index, color, normal buffers for each polygon (actually triangles within the polygons) and push them to graphics card memory in single call to bufferData(). Then draw them with single call to drawElements(). The advantage of this approach is, I do only one bindBuffer and drawElements call. The downside is, I use lot of memory to create the buffers.
My experience with OpenGL is limited enough, to not know which one of the above methods is better from performance point of view.
I am using this in a WebGL app, but it's a generic OpenGL ES question.