Thanks Voerman. I'd looked through the examples for other things, but not for 
multiple viewports, so missed that. It seems to be a good starting point once I 
switched the GLSL extension from the NV variant to the ARB one. Despite not 
being core until OpenGL 4.1, it looks like multiple viewports are available on 
nearly all hardware supporting geometry shaders, so I don't think I'm even 
going to have to worry about not supporting as much hardware as I wanted to.

Regarding more conventional batching, we have to deal with stupid assets, such 
as crates implemented as six individual faces each with their own texture. We 
don't have the rights to fix and redistribute these assets, so any possible 
solution is going to need stuff like texture atlassing on load. We've got a 
high-level outline for something that should work, but there are a lot of 
moving parts to meddle with, so it's beign put off for now.

Cheers,
Chris

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