title: Supporting multiple materials per mesh
body: <p>My mesh class has a single VAO index, and an index for one buffer of vertices, colours, tex coords, normals and indices (if used). I'm loading Wavefront .obj files into that mesh class and treating all groups as one VBO, I then load a single material separately and bind it before drawing the mesh. This works fine but I'm now looking to support .obj files with multiple materials.</p>
  
  <p>The easiest way would be to just create a new mesh instance for each group within the .obj that uses a different material and group them into a meshGroup object or something, the better(?) way would be to support multiple VBOs within my mesh's VAO, assigning different materials when drawing each buffer. Is the second way faster than the other (since there would only be VAO binding per mesh rather than per group), or can I cop out and go with the first method?</p>
  
  <p>EDIT: I've got it working by going with method 1 and creating a separate mesh instance (and associated VAO) for each part of the mesh with a different material. I'm sure this isn't the best way, so if anyone has any insight it would be much appreciated!</p>