# Khronos Authors - Vertex Rendering (Highlights) ![rw-book-cover|256](https://readwise-assets.s3.amazonaws.com/static/images/article2.74d541386bbf.png) ## 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