title: Comparing the multiDrawArrays, using primitive restart and multiDrawElements in terms of performance?
body: <p>I want to draw a mass of branches with different shapes, each of which consisting of 4 triangle strips. (Using OpenGL)</p>
  
  <p>So now I'm considering using one of those method calls (multiDrawArrays, using primitive restart and multiDrawElements).</p>
  
  <p>I was wondering which one is more efficient. Is the method multiDrawArrays() equivalent to several drawArrays() in terms of speed?</p>
  
  <p>Does VAO store the vertex info in the RAM while the SSBO store those in the VRAM? If so, is it better to use SSBO rather than VAO considering the performance?</p>