Optimizing modern OpenGL relies on aggressive batching, which is done by calls like glMultiDrawElementsIndirect. Although
glMultiDrawElementsIndirect can render a large number of different meshes, it makes the assumption that all these meshes are made of the same primitives (eg.
In order to most efficiently batch rendering, is it wise to force everything to be
GL_TRIANGLES (while ignoring possible optimizations with
GL_TRIANGLE_FAN) in order to make it possible to group more meshes together?
This though comes from reading the Approaching Zero Driver Overhead slides, which suggests to draw everything (or, presumably, as much as possible) in a single