# Handle vertex indicies in a vbo batch drawing call

I'm new in the OpenGL 2 world and want to render a lot of cubes (> 150.000).

How can I render such kind of cubes in practise?

My idea is to split the cubes to a set of vbo's (Maybe 2000 cubes per vbo). Should I upload all cubes in one vbo or could I get a better performance with this approach?

Generally I have a problem, if I do a batch drawing call. On design side, I want to add some structure to my code, so I want to work with object-oriented programming for my cubes. In time each cube is a object from the class cube.cpp. The class contains, among other things, the verticies for geometry, color and indicies.

My problem in oop is to manage the indicies for the verticies of each shape. Has someone an idea to manage the indices?