After the multiplayer game, I only have this space to ask you the next question.
I am trying to write a simple OpenGL 3.x sample to find out how the new programmable pipeline (shaders) works. This tutorial is really useful (and uses excess to keep things simple, as you can see) and great for a start. But the nightmare and questions begin when I try to use predefined glut objects (dummies, that is), and try to move or rotate locally, like the old and outdated way ( glScalef , glTranslatef , glRotatef , glLoadIdentity , glMultMatrixf , glPushMatrix and glPopMatrix ...) but so far itβs not possible for me.
If I try to do this using a convenient transformation matrix with translation, it moves the whole scene globally (two or more objects rotate, not just one, i.e.), but not locally. I found this question here, but still in a mess ... (only works with vbos? Every object in the scene must have a unique shader?, ...)
I do not know if I explained clearly. Every tutorial I found about this topic always uses one object. If someone knows any well-written tutorial or sample code that explains this, I will be very grateful for your help.
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