If I have multiple meshes that I need to upload to a buffer on startup but the data for each mesh is separate, I can merge the data on CPU and upload to an immutable buffer with
glBufferStorage. Or I can upload each mesh individually using
glMapBufferRange (after initial allocation with
Merging all data takes a lot of CPU time. Are there still advantages to doing this because we can then make buffer immutable? How is an immutable buffer better to mutable one?