Hi Daniel,

Daniel Weber wrote:
> 
> In OpenGL, this implementation would look like this (ref. Nvidia's 
> pseudo-instancing):
> // Render the instances of the mesh
> for(i=0; i<instances.size(); i++)
> {
>   // Send down the matrix and other parameters
>   // pseudo-instancing passes per-instance data down
>   // as texture coordinates
>   glMultiTexCoord4fv(GL_TEXTURE1, instances[i].mWorld[0]);
>   glMultiTexCoord4fv(GL_TEXTURE2, instances[i].mWorld[1]);
>   glMultiTexCoord4fv(GL_TEXTURE3, instances[i].mWorld[2]);
>   // Set the color for the instance
>   glColor4fv(gInstances[i].mColor);
>   // Render the instance
>   mesh->render();
> }
>  
> Has anybody faced that problem before and implemented a node core, which 
> is able to handle these features? I would imagine that some multifields 
> for texture coordinates and a field for handling the geometry, let say a 
> GeometryPtr, are needed. Can anybody help me realizing this node core?

That is somewhat close to what the Particle Core does. It just doesn't 
support instancing generic geometry at this point, but is specialized 
for simple quads.

How big is the geometry you want to instance?

        Dirk

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