Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
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).
4
votes
Accepted
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. …