I don't understand this statement:
"This instancing allows the application to cull instances that are, for example, outside the view frustum."
from https://developer.arm.com/documentation/101897/0200/shader-code/uniforms
How is it possible to do CPU view frustum culling with instancing ? Or does it refer to GPU view frustum culling ?
One of the main bottlenecks to the speed of a Direct3D application is the number of Draw calls that are issued to the GPU, along with the overhead of switching shader constants for each object that is drawn. Today, we are going to look at two methods of optimizing our drawing code MyPrepaidCenter