I know OpenGL only slight and all this docs and tutorials are damn hard to read so i do not helps… I got some vision though how it could work and only would like some clarification or validation of my vision
I assume 3D world is build from 3d meshes, each mesh may be hold in some array or few arrays (storing the geometry for that mesh)… I assume also that some meshes may be sorta like cloned and used more than once on the scene… So in my wision i got say 50 meshes but some of them are used more than once… Lets say those clones i would name as a instance of a mesh (each mesh may have 0 instances, 1 instance or more instances)
Is this vision okay? Some more may be added?
I understand that each instance should have its own position and orientation, so do we have some array of instances each element containing one pos-oriantation matrix? or thiose matrices only existing in the code branches (you know what i mean, i set such matrix then send a mesh then modify this position matrix then send the mesh again till all instances are sent) ?
Do this exhaust the geomety (non-shader) part of the things? (then shaders part come which i also not quite understand, there is a tremendous amount of hoax on shaders where this geometry part seem more important to me, well whatever)
Can someone validate the vision i spread here?