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Instanced rendering with vertex vs. texture buffer (any practical difference?)
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I came across a few opengl examples that produce the same visual result:
https://github.com/progschj/OpenGL-Examples/blob/master/06instancing1.cpp
https://github.com/progschj/OpenGL-Examples/blob/master/06instancing2_buffer_texture.cpp
The first does instanced rendering with a vertex buffer, but the second uses a texture buffer. I usually see it done the former way; is there any benefit to using a texture buffer instead?
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