text: #ifndef GLES3_FURSHELLRENDERING_MESHRENDERVBINSTANCED_HPP
  #define GLES3_FURSHELLRENDERING_MESHRENDERVBINSTANCED_HPP
  /****************************************************************************************************************************************************
  * Copyright (c) 2014 Freescale Semiconductor, Inc.
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
  * modification, are permitted provided that the following conditions are met:
  *
  *    * Redistributions of source code must retain the above copyright notice,
  *      this list of conditions and the following disclaimer.
  *
  *    * Redistributions in binary form must reproduce the above copyright notice,
  *      this list of conditions and the following disclaimer in the documentation
  *      and/or other materials provided with the distribution.
  *
  *    * Neither the name of the Freescale Semiconductor, Inc. nor the names of
  *      its contributors may be used to endorse or promote products derived from
  *      this software without specific prior written permission.
  *
  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
  * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
  * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
  * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
  * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
  * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *
  ****************************************************************************************************************************************************/
  
  #include "MeshRender.hpp"
  #include <FslBase/BasicTypes.hpp>
  #include <FslGraphics3D/Procedural/BasicMesh.hpp>
  #include <FslUtil/OpenGLES3/GLVertexBuffer.hpp>
  #include <FslUtil/OpenGLES3/GLIndexBuffer.hpp>
  
  namespace Fsl
  {
    class ShaderBase;
  
    // Render the mesh using vertex and index buffers
    class MeshRenderVBInstanced : public MeshRender
    {
      GLES3::GLVertexBuffer m_vb;
      GLES3::GLIndexBuffer m_ib;
      GLenum m_primitiveType;
      GLES3::GLVertexAttribLink m_link[3];
      int m_instanceCount;
    public:
      MeshRenderVBInstanced(const Procedural::BasicMesh& mesh);
      void SetInstanceCount(const int instanceCount);
      virtual void Bind(const ShaderBase& shader);
      virtual void Draw();
      virtual void Unbind();
    };
  
  }
  #endif
  