   Mesh instance
  Hello,I would like to know, how hardware instancing works and how can i make it ? I can't find any information about that.I hope, it's not only to save pointer to new instanced object hehe.Thank you very much for any information :) if you know any websites, i will be happy ;-)   
  Which version of the API? Which language/framework?   ;  Ah, sorry :)DirectX 9 native API in c++i thought, It's almost same in XNA and classic c++ code :)   ;  Well you'll definitely want to have a look at the Instancing sample in the SDK. That will demonstrate the API calls and how to setup your shaders.  You can also have a look at this sample. The basic premise is like this:-Your mesh and index data stays the same (your triangles must be indexed for instancing to work)-In addition to your mesh data, you create a secondary vertex buffer containing all per-instance data for all instances that you want to draw. This might be a position, a full world matrix, a color, UV offsets, anything that can change from instance to instance. -Your vertex declaration must contain all elements in your mesh vertex buffer, as well as all elements in your instance data buffer (with the instance data elements mapped to stream 1 instead of stream 0).-When you're ready to draw, you bind the mesh vertex buffer to stream 0 and your instance data buffer to stream 1. You then set the frequency divider to indicate how many instances you need to draw.-In your vertex shader, you include inputs for instance data elements. You then transform vertices like you normally would.   ;  Thank you for your time to explain me, how it works, i will check links, what you have posted :)   