I have been thinking about how I need to send uniform values for every draw call.
I have several VBOs (they are pretty large) which contain subsets of meshes. As you can imagine each mesh is most likely rendered at a unique location for each and every draw call.
Is it possible with modern OpenGL (4.x) to (assuming same shader) provide an array of uniform values which are unique to the current frame rendered, so as to reduce the number of GL calls needed during rendering?