![]() ![]() We sent all the required data to the GPU once, and then tell the GPU how it should draw all these instances with a single call. These instanced versions of the classic rendering functions take an extra parameter called the instance count that sets the number of instances we want to render. To render using instancing all we need to do is change the render calls glDrawArrays and glDrawElements to glDrawArraysInstanced and glDrawElementsInstanced respectively. ![]() If we were to actually render such a large amount of objects it will look a bit like this in code:įor(unsigned int i = 0 i GPU communications each time we need to render an object. However, the thousands of render calls you'll have to make will drastically reduce performance. Because each leaf is only a few triangles, the leaf is rendered almost instantly. You'll probably want to draw quite a few of them and your scene may end up with thousands or maybe tens of thousands of grass leaves that you need to render each frame. ![]() Think of a scene filled with grass leaves: each grass leave is a small model that consists of only a few triangles. Say you have a scene where you're drawing a lot of models where most of these models contain the same set of vertex data, but with different world transformations. ![]()
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