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Andre Rogers

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  1. Given that I need to perform        Normal = mat3(transpose(inverse(model))) * normal;   this per vertex normal to efficiently render a model. My current scenario, is that I am importing a model via assimp, and loading it into a vertex and element buffer object. Having now built the VAO how do I update the normals before I bind the model to be rendered.    Do I have to use glBufferSubData or glMapBuffer? Is there a simpler solution where I can isolate the model's normals from the rest of the model's VAO within another VAO and use both attribute objects to render the model? Could I maybe create a texture with the pre-calculated normals and pass that?   Am not sure what to do here, any help would be appreciated.
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