I'm using the Boost Graph Library to organize points linked by edges in a graph, and now I'm working on their display.
I'm a newbie in OpenGL ES 2/GLKit and Vertex Array Objects / Vertex Buffer Objects. I followed this tutorial which is really good, but at the end of what I guess I should do is :
- Create vertices only once for a "model "instance of a Shape class (the "sprite" representing my boost point position) ;
- Use this model to feed VBOs ;
- Bind VBOs to a unique VAO ;
- Draw everything in a single draw call, changing the matrix for each "sprite".
I've read that accessing VBOs is really bad for performances, and that I should use swapping VBOs.
My questions are :
- is the matrix translation/scaling/rotation possible in a single call ?
- then, if it is: is my logic good ?
- finally: it would be great to have some code examples :-)