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I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, then bound it to a single VBO, would it increases performance? The 25000 squares is more of a stress test, im trying to optimize my rendering code for snow. Edit : Each snow particle draws one of three static VBO's, this helped performance.

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    \$\begingroup\$ You can't bind a VBO to an FBO. For snow, use instancing. \$\endgroup\$
    – BWG
    Feb 18, 2015 at 14:12
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    \$\begingroup\$ compare with how many square you could have drawn without VBOs \$\endgroup\$ Feb 18, 2015 at 14:17

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You should have only 1 VBO that contains all of your squares and render it in one single draw call.

Use a texture atlas to combine all your snowflake textures.

Also, look into using a geometry shader to do point sprite expansion, this can reduce your VBO to a single vec4 encoding it as (position.x, position.y, position.z, angle). Have the geometry shader generate the UVs and vertex coordinates from that point+angle.

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