The current rendering pipeline produce one Display each object, and they only share immortal ressources in the scene. for real-life assemblies there could be hundred of times the same part (like screws)
[ ] share ref-counted shared ressources per-mesh
[ ] batch renderings of objects of the same kind/geometry
The current rendering pipeline produce one Display each object, and they only share immortal ressources in the scene. for real-life assemblies there could be hundred of times the same part (like screws)