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Questions tagged [instancing]

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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1 answer
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I am trying to efficiently render many 3d game characters: many instances of the same 3d model which can change their positions and z rotations each frame. For reference I'm using OpenGL but this ...
greenlagoon's user avatar
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0 answers
282 views

I have millions of objects that I want to render. I found that instantiate is not suitable, so I'm using Graphics.RenderMesh which is amazingly fast and light. But here comes the problem: it takes CPU ...
Muhammad Faizan Khan's user avatar
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1 answer
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As far as I can tell instanced rendering is simply a way to separate a single vertex buffer into a buffer for vertex-specific data and instance-specific data. This could be useful for rendering ...
CPlus's user avatar
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1 answer
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I was trying to batch quads with the same texture and blend mode into the single draw call using glDrawElementsInstanced. As long as I use just a position, texture ...
Anton Grant's user avatar
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1 answer
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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 ...
KennyTan's user avatar
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1 answer
462 views

I made the below shader to draw a mesh for every pixel on a texture, and color it with that pixel. It iterates through the pixels, correctly drawing and coloring the mesh instances. However it skips ...
Wiley Rush's user avatar
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I would like to know if there would be any benefit of combing Instance Meshing with quadtrees LoD? Besides the obvious performance improvement of only having one mesh I wanted to try and implement ...
Miguel Myers's user avatar
1 vote
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392 views

I'm beating my head on trying to get hardware skinning going in my engine. We're using OZZ Animation and TinyGLTF together to animate models. The issue seems to either stem from how OZZ maps their ...
KKlouzal's user avatar
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2 votes
1 answer
1k views

I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader. I believe I'm missing something fundamental here because the 1st struct in ...
KKlouzal's user avatar
  • 242
1 vote
1 answer
2k views

I'm having an issue trying to understand the ButtonGroup logic, totally new to GDScript, don't have a clue of what I'm doing. Obviously is wrong. I created a scene that I saved in a folder called &...
raphie's user avatar
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1 answer
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The background of the question is, does it make sense to introduce an if case when drawing a mesh for whether there is instancing or not? This is using DirectX 11 ...
thalm's user avatar
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1 vote
0 answers
500 views

In my game, the player drives a car and when the car reaches the end of the road, I want a different road prefab to be spawned. I have multiple road prefabs, and want to be able to spawn one when the ...
KillerRobot.blend's user avatar
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0 answers
119 views

I've got a game that involves voxel-like game object management. Each voxel object snaps to the integer coordinates in Unity's scene, at play time—easy enough to do in the ...
Michael Macha's user avatar
2 votes
1 answer
1k views

I want to delete a scene and re-load it. This code would fail later, because the new "CoolScene" has in fact a different name, something like "@NotSuchCoolName@34", and thus it ...
grokkaine's user avatar
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1 vote
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Building a project in Unreal Engine 4.26 while trying to increase performance of the videogame I ended up using instances of static meshes where possible. This generated an issue: My instantiated ...
Simone Lungarella's user avatar

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