I've recently implemented hardware geometry instancing in our in-house next gen tool. Everything has been working fine until I discovered a really nasty bug. When a piece of geometry is instance rendered, if the geometry is over a certain tri-count, about 90000, then only one of the instances is rendered properly with all the others having the same bits of missing geometry.
I've tried everything and can't find out why this is happening. Does anyone know of any limitations or gotchas with hardware instancing?
The problem happens on both Nvidia and ATI hardware.
thanks for any help