# Khronos Authors - Vertex Rendering (Highlights)

## 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