title: Optimizing OpenGL ES application. Should I avoid calling glVertexPointer when possible?
body: <p>I'm developing a game for iPhone in OpenGL ES 1.1; I have a lot of textured quads in a data structure where each node has a list of children nodes. So I traverse the structure from the root, and do the render of each quad, then its childs and so on.</p>
  
  <p>The thing is, for each quad I'm calling glVertexPointer to set the vertices. </p>
  
  <ul>
  <li>Should I avoid calling it for each quad? Will improve performance calling just once for example?</li>
  <li>glVertexPointer copies the vertices to GPU memory or just saves the pointer?</li>
  </ul>
  
  <p>Trying to minimize the number of calls will not be easy since each node may have a different quad. I have a lot of equal sprites with the same vertex data, but I'm not necessarily rendering one after another since I may be drawing a different sprite between them.</p>
  
  <p>Thanks.</p>