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#Actualpowly k

Posted 19 March 2013 - 05:34 PM

In OpenGL, there are specific draw calls for instancing (drawing multiple copies of the same thing) so you don't have to care about keeping them all in memory - just keep their locations in a texture and render based on that and instanceID. Just write a class that handles a single model and load all your geometry as instances of that class in the beginning of your program.


#2powly k

Posted 19 March 2013 - 05:33 PM

There are specific draw calls for instancing (drawing multiple copies of the same thing) so you don't have to care about keeping them all in memory. Just write a class that handles a single model and load all your geometry as instances of that class in the beginning of your program.


#1powly k

Posted 19 March 2013 - 05:32 PM

There are specific draw calls for instancing (drawing multiple copies of the same thing) so you don't have to care about keeping them all in memory. Just have a class that holds a single model and load everything in the beginning.


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