Original Post
hey. in the beginning of my render loop i calculate the product of my projection matrix and view matrix(with my own math functions) and then i pass it to my shaders as a uniform named "projectionAndViewMatrix". Then for every node i render i send through the absolute transformation of that node as "node"(also calculated by my own math functions) so this would be the relevant part of my vertice shader this works fine for me, but i've read from a couple of sources that states that sending a lot of uniforms wil severly affect performance and im sending 1 uniform per node each frame... but thouse sources seemed pretty dated to me and i could not find anything newer on the subject. Will my way of doing this give me trouble in the long run? i just recently started with shaders and this is my first attempt at moving away from the fixed pipeline. Thnx in Advance! [Edited by - EternityZA on March 29, 2009 4:13:01 AM]
uniform mat4 node;
uniform mat4 projectionAndViewMatrix;
void main()
{
gl_Position = projectionAndViewMatrix * node * gl_Vertex;
}