>> all drawing operations should be done once.
They are rendered only once, whether they are in different buffers or not.
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Browse All TopicsI'm fairly new to opengl (currently working with opengl es 1.1), and roughly understand how vertex arrays and vertex buffer arrays work. However, I'm struggling to understand combining these structures with rotations/translations. I know that I can run glTranslate and glRotate, but won't this affect everything in my array/buffer? I've created an array of texture mapped vertices (to draw 4 textures on the screen at different positions), but how can I perform unique rotations/translations on each individual object if they all reside in the array/buffer ?
I'm trying to write the code as optimized as I can get it. It works if I call glDrawArrays per each object on the screen, and rotate/translate each one individually in a glPopMatrix/glPushMatrix scenario, but isn't this in-efficient? I read that ideally, all drawing operations should be done once.
Any advice?
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by: ikeworkPosted on 2009-10-28 at 10:28:57ID: 25685885
Hi collages,
>> but how can I perform unique rotations/translations on each individual object if they all reside in the array/buffer ?
Simple anser: You cant, you must split that object into different buffers and apply transformations to these buffers, like you described it.
ike