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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