I'm using a VBO to render 2D sprites to my screen. I use a single glDrawElements call to draw a triangle strip of all my sprites connected by degenerate triangles.
I want to make my code object oriented, so I have classes representing each of the various objects I have in my game. e.g. one for my character, one for a background tile, etc.
My initial thought was to query which objects are in a single "view," or subset of a much larger level, then query the positions and texcoords of those objects and draw them as such. This would mean that I would have to build a vector every or every other frame. In addition, I assume I would have to place a sort of timer in each class to fire when the next stage of animation needs to take place.
I'm wondering about the performance implications of using a method like the one I described, and if there is a better way to do it while retaining OO properties.