Curious what the workflow is for optimizing sprites in a 3D scene. Obviously when it comes to 3D objects in a scene you have options like batch groups, lower amounts of materials, frustum culling etc…
What should I be doing for animated sprites that are in a 3D scene? I’m using sprites to simulate a crowd in stadium seating and am pasting the same sprites around a lot. It’s not using an insane amount of draw calls for a pretty good effect but was just curious if there is any optimization I should/could be doing since this is for low-end mobile devices
With hardware instancing you can have unique position, rotation and scale per instance just by filling the array buffer showed in the example.
There is also space for a 4th attribute without adding a new vertex buffer, but still you will need to write a custom shader to use that (e.g. for diffuse color). If you are determined to have more attributes, that’s doable with a custom vertex buffer.
Here is a related post about custom colors per instance using HW instancing: