(Sorry for the generic title)
Let's say I have a sandbox game (I don't, this is theoretical) where any objects in the world that are 100m from the player are loaded into the game. To load these objects' models, their data needs to be loaded to VBOs and sent to the GPU. The question is, what format would I use to send that data to the GPU?
Option 1: Put every object's model into a single VBO. The problem is, would this actually be a viable option? If a new object came into the scene, wouldn't the entire VBO have to be resent to the GPU, or is there a way to add a small amount of data to a buffer without resending the entire thing? (or something else I haven't thought of)
Option 2: Store each object in a separate VBO. When an object is loaded by the game, its model is sent to the GPU, and when an object is unloaded by the game, its model is unloaded by the GPU.
(I would probably interleave the data and also have indices in each VBO)