title: Opengl ES 2.0: Model Matrix vs Per Vertex Calculation
body: <p>I may be asking a silly question but i'm a bit curious about opengl es 2.0 perfomance.</p>
  
  <p>Let's say I have an drawing object that contains a Vertex Array "VA", A Buffer Array "BA", and/or a Model Matrix "MM", and I want to do at least one Translation and one Rotation per frame. So, what is the best alternative?</p>
  
  <ol>
  <li>Do the operations (Rot and Trans) on VA and pass to BA.</li>
  <li>Do the operations (Ror and Trans) directly on BA.</li>
  <li>Do the operations on MM and pass it to Opengl Vertex Shader.</li>
  </ol>
  
  <p>My conecern is about perfomance, the processing/memory ratio. I think that the 3rd option may be the best because of the GPU, but also the most expensive on terms of memory because every object would have to have a MM, right?</p>
  
  <p>Another Solution that I thought was to pass the translation and rotation parameters to the shaders and assemble the MM on the Shader.</p>
  
  <p>How this is best done?</p>