title: Render multiple objects with OpenGL ES 2.0
body: <p>I am trying to learn OpenGL ES 2.0 to do some iPhone game development.  I have read through multiple tutorials and some of the OpenGL ES 2.0 spec.  All of the examples I have seen have created a single mesh, loaded it into a vertex buffer and then rendered it (with the expected translation, rotation, gradient, etc.)</p>
  
  <p>My question is this: how do you render multiple objects in your scene that have different meshes and are moving independently?  If I have a car and a motorcycle for example, can I create 2 vertex buffers and keep the mesh data for both around for each render call, and then just send in different matrices for the shader for each object?  Or do I need to somehow translate the meshes and then combine them into a single mesh so that they can be rendered in one pass?  I'm looking for more of the high-level strategy / program structure rather than code examples.  I think I just have the wrong mental modal of how this works.</p>
  
  <p>Thanks!</p>