I’m in the process of creating a GUI system in openGL that makes use of vertexes to create a flat rectangle on which to render my interface boxes.
I am attempting to work towards openGL 3.1 compliance by using VBOs however have a question. Which method of updating rectangle positions would you think is more efficient/correct?
When a parent box moves containing child boxes, should the parent box update a translate matrix and upload it to the shader program via glUniform (I think I’m correct in saying this is how it works in ogl3.1)
Should I update the VBOs of the child boxes to contain the new absolute co-ordinates?
Is there a better way than method 1 and 2?
Many thanks for any help.