If your triangles share the same shader code you need only one draw call, but you need to organize your data:
Two buffer/call solution (yours)
object 1: vertices = [P0, ..., Pn], faces = [0,1,2, 1,2,3,.... p]
object 2: vertices = [Q0, ..., Qm], faces = [0,1,2, 1,2,3,.... q]
One buffer/call solution:
vertices = [P0, ..., Pn, Q0, ..., Qm]
faces = [0,1,2, 1,2,3,.... p, p+0, p+1, ...., p+q]
Nicolas
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