title: What is a practical size limit to vertex buffer size?
body: <p>In OpenGL, you generally get better performance by using vertex buffers, and even better performance by putting many objects into the same vertex buffer, so that lots of vertices can be drawn with a single <code>glDrawArrays</code> call.</p>
  
  <p>But, what is the practical upper limit of this?  How many MB of vertex data in the same buffer is too much? At what point should you cut a vertex array into two separate vertex arrays? How do you know this?</p>