I’m creating a graphics engine right now that handles both OpenGL and Direct3d. For now, I’m creating the OpenGL part because I’m more familiar with it.
Few minutes ago while building up the interface, I came up with the problem that if I should just have one vertex array/buffer object. If I should just build a huge container that has all the vertex, index, texture coord, and etc on it then pass it to the gl*Pointer then let it draw.
I’m asking this because on my previous application, I have maybe 3 classes that calls glVertexPointer. One for my terrain and 2 for those static/animated objects.