I have lots of 2D quads. I write their local vertex position info to a buffer (accompanied with a world transform matrix) which gets sent to the render thread.
I then pass the world transform matrix as a uniform into the vertex shader which applies itself to each vertex and works fine. I however have to make a call to
glDrawElements() for each quad I want to render because each one has a different world transform.
What is the most efficient way for me to render all of these quads? Should I do what I'm already doing, or should I calculate the world position for each vertex on the CPU before I write them to the buffer, so I can attempt to batch more quads into a single
glDrawElements() call? Or is there another approach?