11 questions
1
vote
1
answer
443
views
GPU Instancing shader has InstanceID in the wrong order
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 ...
0
votes
1
answer
421
views
I am having performance issues with rendering 1 million triangles using OpenGL [closed]
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 ...
0
votes
0
answers
272
views
Efficient way to draw a nice line using the Metal API
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), ...
0
votes
1
answer
102
views
WebGL drawArraysInstanced texture not displaying
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 ...
0
votes
1
answer
102
views
Why are my billboarded quads being rendered this way?
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 ...
1
vote
1
answer
143
views
When drawing mesh instances on the GPU indirectly (no CPU involved), is it better to calculate transform matrices on CPU or GPU?
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 ...
1
vote
0
answers
130
views
multiDrawElementsInstancedWEBGL / select geometry to render using LOD
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 ...
0
votes
2
answers
875
views
How to draw selected instances with gl_InstanceID and glDrawElements...?
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 ...
1
vote
1
answer
659
views
DirectX 11 DrawInstanced render order
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 ...
2
votes
0
answers
568
views
GPU Instancing with multiple Materials
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 ...
0
votes
1
answer
455
views
Culling mask for GPU instanced mesh
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.