You usually want to create GL batches that are as large as possible. 10 draw calls of 100 elements will be slower than 1 draw call of 1000 elements. Something else I have noticed a little while ago was that the stateset processing engine of OSG might be slow. One thing I have been surprised with was the performance with a scene graph containing just empty statesets on drawables vs. no stateset at all. Just having empty statesets decreases perf quite a bit, eg. just by calling getOrCreateStateSet.
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