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1 vote
1 answer
443 views

I am at my wits end with this one. I have been attempting to put together a script that would let me render many instances of a given mesh and material with specific transforms relative to a ...
Ashton Way's user avatar
0 votes
1 answer
421 views

I am using an RTX 3060 GPU (laptop version) and I am trying to render 1 million triangles(via instancing of 500,000 instanced quads) and the GPU seems to be taking around 40ms as shown in nsight and ...
TooGood's user avatar
  • 19
0 votes
0 answers
272 views

I want to draw straight lines that have a thickness and whose ends are half disks in Metal in an efficient manner. I think the natural way to do this is to render three quads (each is two triangles), ...
BENG's user avatar
  • 161
0 votes
1 answer
102 views

I am creating a little browser game to learn OpenGL and trying to instance draw calls for textures. I have a texture that is an 85x44 png with transparency. I am having trouble getting the texture to ...
Daniel's user avatar
  • 1,470
0 votes
1 answer
102 views

So I am instancing a quad a bunch of times in an area in love2d, which seems to be going fine, but when I add some shader code to billboard them they render at an odd spot and look like they are all ...
James Washington's user avatar
1 vote
1 answer
143 views

I am instancing tens of thousands of meshes on the GPU - each mesh needs to have a unique transform. Is it faster to calculate tens of thousands of matrices on the CPU and pass them to the GPU via a ...
mikemeyers's user avatar
1 vote
0 answers
130 views

I'm looking for answer regarding the multiDrawElementsInstancedWEBGL api on the web, I'm hitting a wall on something and this is quite frustrating, and really afraid this could confirm my darkest fear ...
Samsy's user avatar
  • 385
0 votes
2 answers
875 views

I want to draw a selected number of instances using glDrawElements... but I don't know which function to use and how to set the parameters. I set the gl_InstanceID in shader and set the shader data ...
KennyTan's user avatar
1 vote
1 answer
659 views

I'm just experimenting with rendering 2D sprites with DirectX11 using instancing. It seems that the primitive order matters when using "DrawInstanced". On the first try I tested with a ...
Marc Klein's user avatar
2 votes
0 answers
568 views

I'm making use of GPU Instancing in my 3D game in Unity. Currently I'm using single material for each mesh. But is there a way to do that with multiple material? I have mesh's with just material ...
Dhiraj Karangale's user avatar
0 votes
1 answer
455 views

My game has 2 cameras. I'm instancing a bunch of grass and I want the second camera to not render the grass. How can I do this? The grass is instanced via DrawMeshInstancedIndirect.
Daniel's user avatar
  • 7,800