title: Optimizing drawing calls in a basic XNA engine
body: <p><br>
  <br>
  I want to optimize my basic XNA engine. The structure is somewhat like this: I've a GameWorld instance and more GameObjects attached to it. Now, in every frame I do a loop between GameObjects and I call the draw method inside of them. The con of this implementation is that the GameDevice draw function is called multiple times, one for every object. <br>
  Now, I want to reduce the drawing calls, implementing a structure that, before the drawing method is called, transfers all the geometry in a big vector cointains all the vertex data and performs a single drawing call to draw them all.<br>
  <br>
  Is that an efficient way? Someone can tell me a solution to optimize?<br>
  <br>
  Thanks<br></p>