I've been experimenting with vertex arrays in pyglet, using
glDrawArrays.

I haven't done anything complicated yet, but I have realised that I
might be able to use one large vertex array for my entire scene graph,
rather than seperate arrays for each object I might be rendering. This
would mean one call to a glVertexPointer function for each render
pass.

Has anyone else experimented with this kind of optimisation?
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