Quote Originally Posted by Delfi
But how does VBO help where you render a lot of particles which have different textures? there's a lot of texture state switches there, and you can only render about a quad per sprite, does using VBOs in that case help at all?
That is a design issue. Using lots of textures is always slowest way to go. If there is tens or hundreds of different particles you might consider drawing them all in a bigger bitmap in memory first and using that as 1 texture.