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Suppose I have an object that I want to appear at several different locations, with minimal duplication of GPU memory. As I understand it, a renderable can only have a single transform, but I could create multiple renderables using the same |
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Yes that's currently the cheapest way to instance a mesh. We plan on adding true GPU instancing at some point but we don't have any ETA yet (there's a feature request already opened on the tracker for this). A Renderable is actually a cheap object, all it is is a UBO containing the transform. All actual data comes from the vertex/index buffers which can be shared. Note that you don't necessarily need a new material instance either. You can use the same material instance on multiple renderables. |
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Yes that's currently the cheapest way to instance a mesh. We plan on adding true GPU instancing at some point but we don't have any ETA yet (there's a feature request already opened on the tracker for this).
A Renderable is actually a cheap object, all it is is a UBO containing the transform. All actual data comes from the vertex/index buffers which can be shared. Note that you don't necessarily need a new material instance either. You can use the same material instance on multiple renderables.