Combining OpenGL vertex data into 1 object

Posts: 14
Joined: 2010.09
Post: #1
Im trying to create an object using 2 sets of vertex data.

The object looks similar to the following

@interface MovementButton : SceneObject
sceneObject *innerCircle;
sceneObject *outterCircle;

@interface SceneObject : NSObject
3DPoint translation;
3DPoint rotation;
3DPoint scale;

3DMesh *mesh;
CGFloat *matrix;

The SceneObject class does all the work updating and rendering of vertex data for a single mesh.

I am trying to create an object that displays 2 different circles, 1 circle being contained inside the other. Thus far I have accomplished this task by updating and rendering both objects seperately within the MovementButton class. Im not well versed on matrix multiplication, but I recall reading something about how multiplying the matrix of one set of vertex data with another will "glue" them together. Does anyone no of an easy/efficient way to do this? Ideally, I would like the 2 sets of vertex data to act as one single object without having to update and render them seperately.
Quote this message in a reply
Post Reply 

Possibly Related Threads...
Thread: Author Replies: Views: Last Post
  OpenGL Pixel Buffer Object setup issue dotbianry 2 3,028 Jan 6, 2013 11:03 AM
Last Post: dotbianry
  combining two audiofiles Shoto 1 3,293 Feb 22, 2011 01:54 PM
Last Post: SethWillits
  VBOs and Vertex Arrays in OpenGL not working Talyn 6 6,305 Jul 8, 2008 01:14 PM
Last Post: Fenris
  OpenGL graphical data storage order question. WhatMeWorry 3 3,392 May 4, 2007 12:13 PM
Last Post: tigakub
  Using a camera object in OpenGL stuepfnick 3 3,686 Mar 22, 2003 08:02 AM
Last Post: rommel