If you had multiple meshes in one buffer, is there any way to render them in a single call.
For instance, if you had 2 simple variations of an asteroid stored in one buffer just with different indices (i.e.0-300 is mesh one and 300 - 600 is mesh two).
Sure you could just render two batches of instances but suppose there were 10 variations or maybe 256.
The only way I could think of doing it would be to assign a shape id to each variation and then add that detail to the instance attributes.
Then as each triangle is processed any with non matching ids could move themselves off-screen or to 0 scale or something.
This would work I think but seems inefficient, is there a better way?
Perhaps a better example could be a short amount of 3d text, each character is a small portion of the buffer.
You could then set up some instance attributes that position each character, but every single character would have to be sent though the pipeline per letter. Sure the characters could all be pre-merged into a their own mesh but that just isn't as fun
Might not be possible, just floating an idea :D