Hello my friends

So, I have a VAO with the following information:

- VBO with a lot of triangles (two triangles are a square)
- EBO with the indices of the triangles

I can draw normally all my squares…but now I just want to rotate one square… How can I do this? The following code will rotate all the squares…

I have:

```
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
```

my vertex shader is like this:

```
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(position, 1.0f); //new
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
```

and when I try to rotate one square, I’m doing this no rendering:

```
glm::mat4 transform;
transform = glm::rotate(transform, 270.0f, glm::vec3(0.0f, 0.0f, 1.0f));
GLint transformLoc = glGetUniformLocation(ourShader.Program, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
```

The problem is that this code will rotate all my squares…and I just want to rotate one

Any help?

Thank you in advance