I am currently trying to understand openGL. I have a good understanding of the math behind the matrices transformations. So I want to write a small 3D application where I could render many, many vertices. There would be different objects, with each there own set of vertices and world coordinates.
To get the actual coordinates of my vertices, I need to multiply them by the transformation matrix corresponding to the position/rotation of my object.
Here is my problem, I don't understand in OpenGL how to do these transformation for all these vertices by the GPU. From my understanding it would be much faster, but I don't seem to understand how to do it.
Or should I calculate each of those coordinates with the CPU and draw the transformed vertices with openGL?