In order to add dynamic lighting to my application, I was thinking that I could represent each shadow casting object as an array of floats (every 3 floats is a vector and so every 9 floats is a triangle). And so, in order to cast ALL possible shadows, I need an array of these arrays (if this was C++ I would have done an array of vectors).
Is there a way to construct somehting similar in a glsl shader, throught either SSBOs or uniforms?
And if not, how could I pass this information. The problem here is that I don't know how big the number of triangles per shading object is, so I have no way of determining a constant sized structure to make my array of solid objects.