I'm getting a bit confused here, I think.
If I have a shader that distorts the geometry of several discrete plane meshes, is it possible to treat them as if they share a common coordinate space?
For example, I have a number of separate plane meshes arranged as an array of thin vertical strips, spread over the x-axis, with gaps inbetween them. I'd like to be able to bend each strip around so that collectively, they form a sphere, made up of bands, with gaps between them, somewhat like the screenshot below (but without the distortion, which I'll add later).
What I currently get, though, is a number of small identical spheres. I'm assuming this is because each plane is treated as if it has it's own coordinate system. Is there a way of using a global space, so that their geometries are transformed collectively, rather than individually?
Sorry this is a really basic question, but I'm new to Vertex Shaders.