I have a quick question about the instancing method mentioned on this manual page:

Can this technique be used as a work around for the limit on the number of geoms sent to the GPU, or does it still send a separate geom to the GPU for each instance?

I hope this helps. :wink:

Unfortunately it doesn’t, since I have no idea how to code shaders.

The short answer is, no, the kind of instancing referred to on that manual page doesn’t reduce the number of geoms sent to the GPU.

In order to use the kind of instancing that does help, you (presently) do need to write a shader.


I’ll stick with the rigid body combiner for now, then.