How passes the Instanced static mesh all transforms to the shader?
I´m currently lack of information and really hope that somebody can help me out with his knowledge :-)
At the moment my goal is to understand how the ISMC is rendering the mesh with different transforms. What i already found out from the code and debugging:
On top i´ve found out which shader is used, it is located in LocalVertexFactory.usf. But i don´t see how all the transforms are applied one by one on the mesh to render it
I´m currently lost in this missing point of rendering ISMC that i´m able to implement my feature.
Background I need this knowledge in order to get the approaches of Spline meshes and InstancedStaticMesh together at runtime to have lower draw calls
Thank you very much!
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