There is something I do not understand with OpenGL standard ??
If I want to do an animation and so not to change my vertex (neither add nor remove ones), why must I restore them in the video memory after each glutSwapBuffers.
For instance, I would prefer to store all my vertex once in the beginning and then I suppose that all my vertex coordinates remain in the memory.
In fact, it seems that when openGL do the projection, all vertex 3D informations are erased from the momory !!! I find it rather strange.
I think I need some explications ?