rdb has posted on the blog that he has implemented hardware instancing via setInstanceCount method. So I guess this calls glDrawElementsInstanced behind the curtains. Now, how are transform matrices supposed to be streamed to GPU?
I think the only way to send a peace of data this large is through a texture.
Uh, right, we don’t support passing arrays to the Shader at the moment. This will change soon, I think.
I passed the data through a texture myself.
Did you used OpenGL’s glBindBuffer and glBufferData or there are Panda’s equivalents to do that?
Eh, I don’t know. I use NodePath.setShaderInput to bind a texture input to the shader.