Original Post
Hi, got a couple of question about the theory of a game engine. Everything is rendered in a series of triangles is it not? So does this mean that there is 1 big vertex buffer which everything gets put into, or does it mean that each individual object has its own vertex buffer? What would be the best way of rendering multiple items, say i had 4 objects of type CMyRectangleType(), how could i get those to render themselves? Does this also mean that the engine must have a list of every single object every created?