# Khronos Authors - Vertex Rendering (Highlights)

## Metadata
**Review**:: [readwise.io](https://readwise.io/bookreview/44948482)
**Source**:: #from/readwise #from/reader
**Zettel**:: #zettel/fleeting
**Status**:: #x
**Authors**:: [[Khronos Authors]]
**Full Title**:: Vertex Rendering
**Category**:: #articles #readwise/articles
**Category Icon**:: 📰
**URL**:: [www.khronos.org](https://www.khronos.org/opengl/wiki/Vertex_Rendering#Instancing)
**Host**:: [[www.khronos.org]]
**Highlighted**:: [[2024-10-14]]
**Created**:: [[2024-11-08]]
## Highlights
- *Instancing* is a way to get around this. The idea is that your vertex shader has some internal mechanism for deciding where each instance of the rendered mesh goes based on a single number. ([View Highlight](https://read.readwise.io/read/01ja5cd1z075bhb6xevbhpy3gd)) ^798451951