Hunted around a bit, some possibly-related info here:

http://code.google.com/p/pyglet/issues/detail?id=423.  This was closed
in August 2009 as fixed, but sounds very similar to what i'm seeing.

I can't test now, but the OP had this workaround:

"Workaround -- simply disable the branch of the if..else... which
attempts
to call glMultiDrawElements.  The remaining branches of the if will
correctly handle the drawing without attempting to optimize things
with a
call to glMultiDrawElements"

One of the comments (http://code.google.com/p/pyglet/issues/detail?
id=423#c1)
mentions:

"I've got the same symptoms in a game I'm working on. It happened when
I created an
indexed vertex list in a batch, then called delete() on the vertex
list, then tried
to draw the batch again. Workaround suggested above works, thanks."

I'll test when I can- anyone have an ideas as to why I might be seeing
this again (with glMultiDrawElements NOT commented out)?

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