Hello, I have been reading about the topic of VBOs and how they will benefit my rendering. But I don't understand how you can use the typical transformation matrices to transform data that is held in a VBO.
For example, let's say I have a VBO storing all the geometry of my scene, including a cube that rotates/moves independently from the rest of the geometry.
I want to render the geometry held in the VBO but I also want to apply a transformation to the cube that is inside.
What's a good approach to do that? Do I apply the transformation to the vertices and then put the vertex information of the cube with the transformation applied, updating the VBO in every single frame?
I'd want to be able to apply the transformation with a vertex shader, but I don't see the way to do that.