My project I'm working on currently uses features such as Shadow mapping & Skeletal animation... and I'm using alot of OpenGL 4.X commands. I figure it's about time I move on with newer standards and start passing my own matrices to my GLSL shaders instead of using GL_MODELVIEW and such.. this works for situations in which I position my camera.. generate the matrix... upload to the GPU via a GLSL uniform and then draw my scene.
But what if i'm drawing particles or lots of objects moving about?
Usually I'd do something like:
for(Entity e: somelist)
{
glTranslate(e.x, e.y, e.z);
e.drawModel();
}
but How would I do this using opengl 4.X standards? Would I have to upload a new matrix before drawing every entity instance?
Thanks, Jon