OpenGL: Implementing transformation matrix stack
- by Jakub M.
In a newer OpenGL there is no matrix stack. I am working on a simple display engine, and I am going to implement the transformation stack.
What is a common strategy here? Should I build a push/pop stack, and use it with a tree representing my model? I suppose this is the "old" approach, that was deprecated in the newer OpenGL versions. Maybe then it is not the best solution (it was removed for some reason)