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Home/ Questions/Q 6362983
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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T23:58:41+00:00 2026-05-24T23:58:41+00:00

I am trying to learn OpenGL ES 2.0 to do some iPhone game development.

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I am trying to learn OpenGL ES 2.0 to do some iPhone game development. I have read through multiple tutorials and some of the OpenGL ES 2.0 spec. All of the examples I have seen have created a single mesh, loaded it into a vertex buffer and then rendered it (with the expected translation, rotation, gradient, etc.)

My question is this: how do you render multiple objects in your scene that have different meshes and are moving independently? If I have a car and a motorcycle for example, can I create 2 vertex buffers and keep the mesh data for both around for each render call, and then just send in different matrices for the shader for each object? Or do I need to somehow translate the meshes and then combine them into a single mesh so that they can be rendered in one pass? I’m looking for more of the high-level strategy / program structure rather than code examples. I think I just have the wrong mental modal of how this works.

Thanks!

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  1. Editorial Team
    Editorial Team
    2026-05-24T23:58:41+00:00Added an answer on May 24, 2026 at 11:58 pm

    You maintain separate vertex/index buffers for different objects, yes. For example, you might have a RenderedObject class, and each instance would have it’s own vertex buffer. One RenderedObject might take it’s vertices from a house mesh, one might come from a character mesh, etc.

    During rendering you set the appropriate transform/rotation/shading for the vertex buffer you’re working with, perhaps something like:

    void RenderedObject::render()
    {
        ...
        //set textures/shaders/transformations
    
        glBindBuffer(GL_ARRAY_BUFFER, bufferID);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount);
        ...
    }
    

    As mentioned in there other answer, the bufferID is just a GLuint not the entire contents of the buffer. If you need more details on creating vertex buffers and filling them with data, I’m happy to add those as well.

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