How can OpenGL transform multiple objects to world space with a single model matrix?
<p>A few OpenGL tutorials teach the role of each matrix (model, view and projection matrices). They all agree that the model matrix transforms an object to world space, the view matrix then transforms it to camera space and the projection matrix handles the perspective elements.</p>

<p>What isn't explained is how a single model matrix can transform many objects to different world spaces.</p>

<p>Different objects have different positions in world space and therefore a different modelling transformation must be applied - so how can a single model matrix be used?</p>