Here’s a pretty basic question but may not have a good
solution, so I wanna find out what’s the generally
Imagine 2 cubes, A and B. A is transform parent of B.
In a certain frame, B is spatially in front of A. That
is, B’s z-coord is less than A’s.
To avoid overdraw, we sort front to back, thus drawing
B first, then A.
But if we want to do all transforms in OpenGL,
without duplicating the calcs in software, how do we
maintain B’s transform matrix, since you have to first
specify A’s transform first?
In other words, the rendering order is B then A, but
the transform order is A then B. What’s the generally
accepted solution here? Thanks!