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Instancing is a GPU rendering optimization where many objects using the same mesh are rendered in a single draw call, with a separate buffer containing the data that should be unique for each instance of the mesh (including its transformation matrix, and potentially other information like tinting or shader parameters).

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Draw selected instances of VAO (glDrawArraysInstanced)

If the specific instances you want to draw is dynamically changing, updating the instance ID buffer will likely cause more of a performance hit than instancing gains you over multiple draw calls (and if … Also, ARB_shader_storage_buffer_object, while not directly related to instancing, solves some issues with ARB_uniform_buffer_object. …
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