DX11 dx11 draw instance with different material

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I have learn how to draw many object in different position but share same mesh, material.

I'm curious about how to draw totally different object by using the instance buffer ? pack all matrix, material/texture to one buffer.

But throw all meshes to gpu seems impossible .

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In D3D11 you have two basic options.

1.sort by material and mesh - look up render queues in the forum... if you sort your drawcalls such that you minimize state changes between draw calls you get more draw call throughput and you can instance identical calls.

- also you should look up texture atlas's

2. if you set a null vertex buffer you can manually fetch vertices in the VS ( http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Vertex-Shader-Tricks-Bill-Bilodeau.ppsx ) if you combine this with instancing you can render alot of different meshes. ( http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf )  This one is pretty complicated.

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There is a 3rd option:

Create an array of materials:

struct Material
{
float4 alpha_test_threshold;
float4 diffuse;

uint4 textureIndices0_3;
};

cbuffer materialArray : register(b1)
{
Material materialArray[1024];
};

And index them via SV_InstanceID:

materialArray[instanceId];

Note that SV_InstanceID always starts from 0 regardless from what baseInstance parameter in DrawPrimitive says. If you want an instance ID that starts from baseInstance, you'll need to setup an instance buffer pre-filled with values from [0; arbitraryLimit) and use that buffer instead.

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Oh there might be another option for you indirect drawing.  It's pretty robust in dx12 and is available in dx11, but I don't know if its as robust.

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• By Baemz
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The orientationInverse is the viewMatrix in this case.
bool CFrustum::Intersects(const SFrustumCollider& aCollider) { CU::Vector4<float> position = CU::Vector4<float>(aCollider.myCenter.x, aCollider.myCenter.y, aCollider.myCenter.z, 1.f) * myOrientationInverse; return myFrustum90.Inside({ position.x, position.y, position.z }, aCollider.myRadius); } The Inside() function looks like this.
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• hi,
i have read very much about the binding of a constantbuffer to a shader but something is still unclear to me.
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Look at this example:
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I ask this question because i have made a custom render engine an want to optimize to
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If I change my lines to PCN and pass them to the 3D shader with my triangles, then the lighting screws them all up.  I only want the lighting for the 3D triangles, but no SpecularBlinnPhong/Lighting for the lines (just PC).
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• By Reitano
Hi,
I am writing a linear allocator of per-frame constants using the DirectX 11.1 API. My plan is to replace the traditional constant allocation strategy, where most of the work is done by the driver behind my back, with a manual one inspired by the DirectX 12 and Vulkan APIs.
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...
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...
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Is anybody familiar with the approach described above and can answer my questions and discuss the pros and cons of this technique based on his experience ?
For reference, I've uploaded the (WIP) allocator code at https://paste.ofcode.org/Bq98ujP6zaAuKyjv4X7HSv.  Feel free to adapt it in your engine and please let me know if you spot any mistakes
Thanks
Stefano Lanza

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