I am working on a rendering system that uses a texture buffer and instanced rendering to render interleaved pngs with alpha in 3D space. Items that have the same shader are built up in a list and then rendered on a shader switch with
// for some reason I have to call mVboMesh.getVbo(); for it to update properly mVboMesh.getVbo(); mBufferObject.updateData( 0, mMatrices); mVboMesh.drawInstanced( OF_MESH_FILL, mMatrixIndex );
Sometimes the list is thousands of objects, but sometimes it only renders a single item. Calling updateData is expensive to upload all the matrices to render only one object. What is the best way to upload only some of the data in the beginning? I noticed that the updateData has an offset argument, but I need a range, like 0->10 or something to update the first ‘n’ matrices.