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    <p>A few thoughts:</p> <ol> <li>Once you plant a tree in your world, do you ever modify it? Will it animate at all? Or is it just static geometry? If it's truly static, you could always build a single buffer with several copies of each tree. As you append trees, first apply (in Javascript) that instance's world transform to the vertices. If using triangle strips, you can link trees together using degenerate polygons.</li> <li>You could roll your own pseudo-instanced drawing: <ol> <li>Encode an instance ID in the array buffer. Just set this to the same value for all vertices that are part of the same tree instance. I seem to recall that you can't have non-floaty vertex attributes in ES GLSL (maybe that's a Chrome limitation), so you will need to bring it in as a float but use it as an int. Since it's coming in as a float, you will have to deal with the fact that it's interpolated across your triangle, and so the value will have minor fluctuations - but simply rounding to the nearest integer fixes that right up.</li> <li>Use a separate texture (which I will call the data texture) to encode all the per-instance information. In your vertex shader, look at the instance ID of the current vertex and use that to compute a texture coordinate in the data texture. Pull out whatever you need to transform the current vertex, and apply it. I think this is called a "dependent texture read", which is generally frowned upon because it can cause performance issues, but it might help you batch your geometry, which can help solve performance issues. If you're interested, you'll have to try it and see what happens.</li> </ol></li> <li>Hope for an extension to support real instanced drawing.</li> </ol>
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