Quick question - I think I know the probable answer but...
I have a class for representing VBOs and another for VAOs - right now in my "ResourceManager" each mesh has a collection of submeshes and each submesh has a VAO and VBOs (using my VBO/VAO classes - which wraps the opengl code) to represent vertex data... my question that I think I know the answer to but am trying to avoid the work of reimplementation is this.. should my "RenderManager" be controlling all of the VBO and VAO objects and not the submeshes that are part of the "ResourceManager"..?
As in - I should probably just have vectors containing the vertex data in the submeshes, and the render manager should be in charge of making the necessary VBO/VAO to issue draw commands (passing in the submesh data to the renderer and letting it fill the buffers) right?
If this is the case - anyone want to give a quick explanation of how the renderer should be filling the buffers with data? since the actual mesh data rarely changes I understand that it shouldnt be refilling the buffers every frame - what is an accepted way of doing this? Letting the renderer scan the resources anytime a new resource is added and refilling the necessary buffers then?
Thanks for any help I appreciate it!!