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Description
for this:
- behaviour for per-instance is similar to per-vertex, except:
- data that is per-instance is bound to binding id 1 instead of 0
- if the material is instanced:
- an additional vertex input binding is given, bound to id 1
- additional vertex attribute bindings are given as well, at binding 1
- container of instanced data is a device memory buffer
- its length is
instance count * instance stride
- its length is
getting information for what data to bind:
- most efficient is 1:1 bindings from an array
- materials with added push constants could become part of per-instance data
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