title: vbo management in opengl
body: <p>I have different models that I want to render in OpenGL. Every model has different vertices and indices. </p>
  
  <p>What is the best practice that I should follow when rendering these models using vbo? Should i make a VBO for each model in order to render it? I've read that using several small VBOs will be a big performance hit as well as using few big VBOs. </p>
  
  <p>For example: I have a box and a car next to it, where the box is of 8 vertices and the car is of 2000 vertices, which is totally different number. I have different models and they might disappear sometimes as well, which means that these models should be removed from the server-side buffer. How can I do that ?</p>
  
  <p>Maybe someone could guide me to an article that clears this confusion and show a good way to handle my situation. </p>