Usually, the advice to use larger draw batches is to reduce CPU usage
in the driver, more than improve performance of the GPU. Most of your
time is in CGLFlushDrawable, which basically means you're waiting on
the GPU?
Can you estimate how large your triangles are (in screen pixels)? Are
you using multisampling? If the total number of covered pixels are
large enough, then the bottleneck will be filling pixels, even if
you're producing those pixels with a small number of triangles.
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