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Is your feature request related to a problem? Please describe.
AFAIK the default createInstancedAsset / createInstance functions that FilamentAsset provides may not be sufficient for use-cases where the user requires GPU instancing.
Ideally I'd want Filament to expose the VertexBuffer(s) and IndexBuffer(s) of a given asset transparently to the user, so that he can build a Renderable with RenderableBuilder::Builder::instances(size_t) to render large quantities of the same asset over a scene.
Describe the solution you'd like
I'm currently using a patched version of Filament that exposes two new functions on FilamentAsset:
Describe alternatives you've considered
I tried using the createInstancedAsset function as well as createInstance to render ~20.000 blades of grass.
However the performance was ~10-20x worse than using the RenderableBuilder::Builder::instances(size_t) approach.
OS and backend
N/A
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
AFAIK the default
createInstancedAsset
/createInstance
functions thatFilamentAsset
provides may not be sufficient for use-cases where the user requires GPU instancing.Ideally I'd want Filament to expose the
VertexBuffer
(s) andIndexBuffer
(s) of a given asset transparently to the user, so that he can build a Renderable withRenderableBuilder::Builder::instances(size_t)
to render large quantities of the same asset over a scene.Describe the solution you'd like
I'm currently using a patched version of Filament that exposes two new functions on
FilamentAsset
:Describe alternatives you've considered
I tried using the
createInstancedAsset
function as well ascreateInstance
to render ~20.000 blades of grass.However the performance was ~10-20x worse than using the
RenderableBuilder::Builder::instances(size_t)
approach.OS and backend
N/A
The text was updated successfully, but these errors were encountered: