Hi, Like file dialog. I might try to use this library with BSF if it’s not directly supported. It just facilitate the work to write desktop applications. File, folder and color dialogs for example.
For the hardware instancing, do you plan to create a high level rendering API method soon? (Would also be required to have in the Banshee Editor). This would be important to have to create massive scenes that will not impact performance too much. I did not had this when I was “programming” in Irrlicht and could not do any big scenes with it.
This would primilary used to create vegetation, but could be used to create crowds (12 citizen models could populate a crowd of thousand of people). Could also use it for lots of the same props in the same scene (example: lots of balistic missiles in a silo, same model, but tons of instances)
Another example of hardware instancing, is in city creation with building parts kit. This feature would help for performance a lot in these situation. I don’t know if this could be used for decals, but it would improve performance too.
From what I understand of hardware instancing, is that each node have it’s own transform, but that the meshbuffer is instanced from the GPU memory. (Same mesh data from GPU memory)