Depends on your goals / objects.
Objects that never change are moved by setting matrices (this can be done using glRotatef / glTranslatef, etc.). This, of course, is faster than transforming the vertex of an object over a vertex. The object is stored in DisplayList, VertexArray or in VBO. You can send the entire object each time with the glVertex * command, but if the object never changes, there is no need for this.
Symbols (skinned / rigged) are converted using several matrices, which are usually processed by the vertex shader. You can do this on the processor if you want, but if you do not have a VERY advanced snap / skinning mechanism, there is no need for this.
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