Original Post
A while back I programmed a 3d model program that supported built-in skeletal animation. However, this skeletal animation was handled by the glRotate and glTranslate functions. This model creation program produced an impractical solution for modern computer graphics. I have since decided to re-program another 3d model program and have a few questions about skeletal animation. (fact) If I use glRotate, then the coordinates (5, 3, 7) will be different before and after use of the function: two verticies with the same coordinates could be drawn completely different depending on when I use glRotate or glTranslate. (application) My new model program will not have different coordinates, but I plan on implementing a new rotation algorithm using matrices. (question) Could my own custom rotation function possibly be faster than glRotate and glTranslate? if so, should I go about this process by rotating each vertex and polygon normal or is there a faster method such as another openGl function?