![]() I also would like to have instancing but I see they have good reasons for not proposing it.hmm thanks…so because of marshalling…instancing become “useless” because marshalling can do the same and can do it faster?.tha is what i have understood Because of this, the improvement using instancing it’s expected to be so low it’s not worth implementing it. Marshalling allows to take a certain amount of calls (say 150 but it’s just a random number) and send them all at once to the video card, thus eating much less cpu power than their counterpart. Some other users notice however that GL has marshalling. Some OpenGL users noticed that GPU performance improve almost with batch size and that there’s no point in using 2000 function calls when you can do, say, just 400. ![]() This question comes regularly in other forms… try check it out but the outline follows: It’s not that it not useful it’s just much less useful than d3d. Originally posted by armored_spiderman:Ĭan you explain better to me how instancing can be good in d3d and not in OGL?
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