If I have multiple meshes in a single VBO, is there a way to apply transformations to those meshes independently?
If I call glDrawElements while a VBO with two meshes is bound, it's going to draw those two meshes with whatever the current MVP matrix is. So if I have upwards of 20 independently moving meshes on the screen at a time, would I need 20 VBOs? Or is there some way of specifying an offset and a count to glDrawElements so that it only renders the first mesh stored in the VBO? This way I could change the MVP Matrix and then render the second mesh in the VBO.