[Question] Is ext_mesh_gpu_instancing performance any different to using the same mesh in multiple nodes? #382
camnewnham
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From a bit of reading, it looks like the ideal scenario here would be to use |
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Another thought, not related to rendering performance: Using the same mesh in lots of nodes slows down loading time, since the JSON will be bloated and thus the parsing time increases. Using the GPU instancing extension won't suffer in the same way. |
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Looking at the implementation it seems that this creates a GameObject for each transform provided by the extension.
Aside from perhaps more efficient parsing of the transformation arrays and some minor less file-size in the GLTF JSON component, once the geometry is instantiated is this functionally any different to referencing the same mesh/material combination in multiple nodes, and providing different Translation/Rotation/Scale on the nodes in classic gltf fashion?
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