Original Post
I am just wondering if this is the right way to do it. I have a sphere in the middle of the screen. A cube is set on top of it. Right now how I do it is I render a sphere in the middle at the origin. Then I have to set the world matrix multiplying it with a transformation. And render the cube. The problem is all objects after the transformation are rendered at the transformed position, meaning the next time(next frame) the sphere is rendered, it'll be centered at the transformed position instead of the origin. OK, i can put a transformation call before rendering the sphere. But is this the right way to do it, since there will be some sort of matrix multiplication happening every frame, where there are a lot of objects in difference positions, it can get very flicky. Please let me know how to do it better, thanks.