To better explain what I'm trying to achieve, here's a simple example:
Scenario 1: Within some 3D container object, I would like to add two Cubes: one without any transformation, and one with small position, rotation and scale adjustments. After adding those two cubes, I would like to also transform the container's position, rotation and scale.
Scenario 2: In a 3D character's body, it consists of many hierarchical children (and subchildren), each having various transformations over the course of an animation.
So my question is:
How do I calculate these individual 3D object transformations efficiently? Can it even be possible to do this with only one VertexBuffer3D
? Or do I need several VertexBuffer3D
to keep track of each objects? Using multiple VertexBuffer3D
seems like it could hit a limit (but I haven't read enough of the Stage3D
/ Context3D
documentation to know for sure).