Hi, I'm interested on a bit of theory about the best methods of optimization for OpenGL 3.0 (where a lot of function became deprecated).
On my current 2D framework, every sprite has own program with own values inside the uniform. Every sprite is draw separately and, now that I switched from 2.1 to 3.0, every sprite has own matrix Projection and View. Now my goal is to batch most vertexes possible and these are some ideas:
1) Use only one program for everything. The projection matrix is one, i can group the vertexes and send via glVertexAttribArray the values for shader and draw everything with one call. The problem is the model view matrix, that should be one for every vertex and this isn't the thing that I want because every sprite has own matrix.
2) Continue to use various shader. The projection matrix is shared between programs (how can I do it?), every sprite has own shader with own model view matrix and uniform values. The problem here is that I need to switch the program between sprite draws.
None of these ideas work as I expected so now I'm here to ask you what is it the most efficient way to batch drawings in OpenGL 3.0.