I’m trying to understand how I can specify transform data for multiple object instances. I’ve seen the NVIDIA SDK 10 (Simple Texture Buffer Object) example that gets data stored in a TBO with an integer index, just like how I think I would need to use ‘gl_InstanceID’. Are TBOs the preferred way to access data via an index?
Also, should the application be able to draw many more objects at a higher frame rate? I modified the NVIDIA example to synthesize a position offset based on ‘gl_InstanceID’ and the performance is much worse (model=venusm.obj, instance count=300).