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special instancing and extrusion depth with scale matrix

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Hello , i have a model with 10000 meshes or more.
All the mesh are extruded from a 2d shape , a direction and a depth.
I search to speed up the rendering.
I think to use instancing .
I have at max 10 shapes but the 10000 meshes have a depth and direction different.
If i place all the  scale matrixes in a texture object or an uniform buffer and in the instancing vertex shader i pick up it and use scale matrix that change the depth essentially for your experience i can speed up the rendering?
and obtains different meshes for the lenght?
I add that there is only a camera and the meshes are static i can precalculate the world matrix and use it? and for the MVP matrix i can send only the projection matrix.
And if using a deferred render?
the meshes must be rendered clear the best ,may be a shader like the sun in skechup.
What light system is better?

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my idea is to send only the extrusion shape and do the extrusion in the geometry shader , is possible?
Else i must use a scale matrix.
The model is very huge and in this mode i can limit the bandwidth and the gl calls i think.

this is a precisation on my idea.


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