<div dir="ltr"><div>Hi Andrew,</div><div><br></div><div>How best to go about this type of task will depend upon what exactly is being rendered and how it's updated if ever.</div><div><br></div><div>If the geometries are all the same then you could use geometry instancing combined with a Uniform Array or a Texture2DArray to store data that is indexed via the index id.</div><div><br></div><div>If the geometries are very simple, such as can be represented by a sprite then using point sprites is a good way of scaling.</div><div><br></div><div>If you do go a batching route then the best way is batch by state and geographical position so each batch can use the same state and sit within a tight area so that culling is maximized.</div><div><br></div><div>Cheers,</div><div>Robert.<br></div></div>
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