Hello!
I’m new in 3D game development.
When I created my 2D videogames (LibGDX and Processing) I tried to pack all the game graphic in a single spritesheet and upload this single graphic file in the memory. When I needed to render the same graphic sprite/tile - I send the right spritesheet area to draw using methods like:
offlineBuffer.draw(spritesheet, x,y,w,h, leftPixel, topPixel, rightPixel, bottomPixel);
It is a normal way to achive better performance in 2D. But I can not understand how can I use the same mesh on a 3D scene twice? I have found only one dummy solution. I clone the uploaded mesh and add it again to the scene. But I think there are another ways to do that. Maybe I can add the positions and rotation quaternions in some list and the model will be rendered on all the enterred positions? Maybe I need to write my own SceneRenderer to avoid coping of the mesh? Or maybe there are no problems with the performance when I create for same models their single meshes - only the video memory usage increases?
Thanks!