I'm currently trying to get the most performance based on the following constraints.
Each instance/object is only 22 triangles and it's the same mest for every instance.
You can think of it as a cube with 4 quads on the top, where each quad contains a 4 digits (the licenseplate). The licenseplate is created by mapping into the numbertexture with different uv coordiantes.
Right now, I have only created a ProofOfConcept where I render 50000 instances, but the licenseplate is the same.
Now I want to make the licenseplate unique and my bet would be to bind the unique texture coordinate into a VBO, but it would be quite large (22(tricount) x 3(3 vertexes/tri) x numInstances), around 13MB just for texture coordinates.
Does anyone have a better idea ?