I have been looping through a game entity list and calling a virtual Render fn that uses: glBegin/glEnd. Recently I've learned that Vertex-Buffer-Arrays are the way to go (especially for ios/Android).
- When I create a new entity into the world, I merely have to bind the entity's VAO to VBO, set its VAO id. Thus if I have N entities, I have N VAO/VBO's?
- On the render function I don't need to re-bind anything, only call "glDrawArray/Element"?
- Can I use both glBegin/glEnd-style OpenGL as well as VAO/VBO's in the render fn?
- It seems that OpenGL hates OOP, but I need OOP for game programming... how do I solve this paradox?