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object .x position
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You need to keep some kind of entity record, that stores position/orientation of the object, and then the mesh that represents the object graphically.
Then, to render your scene, you iterate over each entity, turn the position/orientation into transform matrices, and draw the respective meshes with these matrices.
In OpenGL, camera + object transform glom together into the MODELVIEW matris. In DirectX, these are separated into the WORLD and VIEW matrices.
Then, to render your scene, you iterate over each entity, turn the position/orientation into transform matrices, and draw the respective meshes with these matrices.
In OpenGL, camera + object transform glom together into the MODELVIEW matris. In DirectX, these are separated into the WORLD and VIEW matrices.
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