I've implemented instancing
in my app and right now I have an instance buffer holding position data for all instances. But I'd like to also implement frustum culling
which would cull some of the instances depending on the camera view. Now, how can I render only some of the instances in the buffer but not all? Do I have to rebuild the buffer every frame (so that it only holds visible instances) or is there a way in DirectX 11
to "tell" API which instances from the buffer I want drawn?
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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.