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The typical way to do it would be to rebuild the instance buffer each frame, akin to a particle system or other dynamic vertex buffer.


What you'll wind up doing David is creating a vertex buffer to hold the different transformation matrices for each instance of grass. You will need a vertex declaration that has your standard 'grass' vertex components( pos, norm, uv...etc ), and in that same declaration 4 additional 4-component floats to hold the 4x4 transformation matrix...the declaration ...

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