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OpenGL Vertex Buffer Objects and Animation

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I've been studying OpenGL rather heavily for the past few weeks and have finally decided to experiment with my own programs to get a better feel for the language. One question that arose is how I should go about handling animation in a program that would have many of the same models on screen at once (like an MMORPG, for example).

Would I create a new VBO for each instance of the model? Or would I just manipulate the same VBO multiple times per frame? Or should I take an entirely different approach?

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Either use a dynamic VBO or - preferably - use a model format/animation system that lets you animate in your vertex shader.

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