Original Post
I''m doing a simple (wireframe as of now) 3d engine- doing all my own math, etc, so that I can know how it all works for myself before i get into D3D and OpenGL. I''ve kind made a vertex buffer system, where I just pass my buffers of any size to the functions. I''m not quite sure how to handle my transformation matrix though- I have model space, world space, and camera space. So every object will share the camera transformations, every object will have its own world transformations, and the model space vertices shouldnt ever change. Now, how do I do this? Say I pass a buffer of 12 tris to my function. What is the order I should do my transformations in, and how do I leave my original vertex buffer unchanged- I want to avoid making a copy. Any help would be appreciated.
Brian