title: how should i handle (morphing) 4D objects in opengl?
body: <p>i want to try writing a playground similar to this <a href="https://www.youtube.com/watch?v=0t4aKJuKP0Q" rel="nofollow noreferrer">4D toys</a>,
  so i started learning opengl.<br>
  from my current understanding, people use VBOs and uniform transformation matrix for mostly-static objects<br>
   (like cubes, skeletal animations etc., which usually just involves transformations)</p>
  
  <p>i also heard that morphing between models also uses VBOs for caching both models, since both of them will be well defined and not so much intermediates.</p>
  
  <p>but in the 4D toys mentioned above, objects are morphing and clipped a lot.<br>
  and it is likely that there is no defined models, and many transitions in between.<br>
  (it might be a simple square now, and a spiky ball clipped in half later ).<br>
  in this case, is updating-vertex-VBO-per-frame or Vertex Arrays(which i saw in another question) a suitable solution?</p>