I am looking for a way to implement some basic scene management in OpenGL ES 2.0 where there's no fixed function pipeline.
Normally I would implement a Node base class that would apply its transformations with glTranslate
and glRotate
, draw itself(if there's anything to draw) and then call the draw method of its child nodes.
Does anybody have an example of this implemented with OpenGL ES 2.0(or OpenGL 3.0)?