title: OpenGL ES: Disabling transformation?
body: <p><a href="http://news.developer.nvidia.com/2007/01/tips_strategies.html" rel="nofollow noreferrer">This NVIDIA video podcast</a> (dated?) suggests bypassing OpenGL's matrix stack as a performance tip. It also suggets to bypass OpenGL's lighting, which implies that their intention is to actually transform the geometry manually. I happen to do this anyway for other reasons.</p>
  
  <p>Ofcourse, it doesn't make sense that you'll actually benefit from this unless there's a way to have OpenGL disable it's own transformations. AFAIK there's no explicit way to do this, and the video doesn't give any hints about this either.</p>
  
  <p>It can be logically done, ofcourse, by loading identity into gl's matrices. Should I expect a decent implementation to actually skip a transformation altogether if a matrix is identity?</p>