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		[page:Mesh] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			A special version of [page:Mesh] with instanced rendering support. Use
			[name] if you have to render a large number of objects with the same
			geometry and material but with different world transformations. The usage
			of [name] will help you to reduce the number of draw calls and thus
			improve the overall rendering performance in your application.
		</p>

		<h2>Examples</h2>
		<p>
			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
			[example:webgl_instancing_raycast WebGL / instancing / raycast]
		</p>

		<h2>Constructor</h2>
		<h3>
			[name]( [param:BufferGeometry geometry], [param:Material material],
			[param:Integer count] )
		</h3>
		<p>
			[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
			[page:Material material] - an instance of [page:Material]. Default is a
			new [page:MeshBasicMaterial].<br />
			[page:Integer count] - the number of instances.<br />
		</p>

		<h2>Properties</h2>
		<p>See the base [page:Mesh] class for common properties.</p>

		<h3>[property:Box3 boundingBox]</h3>
		<p>
			This bounding box encloses all instances of the [name]. Can be calculated
			with [page:.computeBoundingBox](). Default is `null`.
		</p>

		<h3>[property:Sphere boundingSphere]</h3>
		<p>
			This bounding sphere encloses all instances of the [name]. Can be
			calculated with [page:.computeBoundingSphere](). Default is `null`.
		</p>

		<h3>[property:Integer count]</h3>
		<p>
			The number of instances. The `count` value passed into the constructor
			represents the maximum number of instances of this mesh. You can change
			the number of instances at runtime to an integer value in the range [0, count].
		</p>
		<p>
			If you need more instances than the original count value, you have to
			create a new [name].
		</p>

		<h3>[property:InstancedBufferAttribute instanceColor]</h3>
		<p>
			Represents the colors of all instances. `null` by default. You have to set
			its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you
			modify instanced data via [page:.setColorAt]().
		</p>

		<h3>[property:InstancedBufferAttribute instanceMatrix]</h3>
		<p>
			Represents the local transformation of all instances. You have to set its
			[page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify
			instanced data via [page:.setMatrixAt]().
		</p>

		<h3>[property:Boolean isInstancedMesh]</h3>
		<p>Read-only flag to check if a given object is of type [name].</p>

		<h2>Methods</h2>
		<p>See the base [page:Mesh] class for common methods.</p>

		<h3>[method:undefined computeBoundingBox]()</h3>
		<p>
			Computes the bounding box, updating [page:.boundingBox] attribute.<br />
			Bounding boxes aren't computed by default. They need to be explicitly
			computed, otherwise they are `null`.
		</p>

		<h3>[method:undefined computeBoundingSphere]()</h3>
		<p>
			Computes the bounding sphere, updating [page:.boundingSphere]
			attribute.<br />
			Bounding spheres aren't computed by default. They need to be explicitly
			computed, otherwise they are `null`.
		</p>

		<h3>[method:undefined dispose]()</h3>
		<p>
			Frees the GPU-related resources allocated by this instance. Call this
			method whenever this instance is no longer used in your app.
		</p>

		<h3>
			[method:undefined getColorAt]( [param:Integer index], [param:Color color] )
		</h3>
		<p>
			[page:Integer index]: The index of an instance. Values have to be in the
			range [0, count].
		</p>
		<p>
			[page:Color color]: This color object will be set to the color of the
			defined instance.
		</p>
		<p>Get the color of the defined instance.</p>

		<h3>
			[method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
		</h3>
		<p>
			[page:Integer index]: The index of an instance. Values have to be in the
			range [0, count].
		</p>
		<p>
			[page:Matrix4 matrix]: This 4x4 matrix will be set to the local
			transformation matrix of the defined instance.
		</p>
		<p>Get the local transformation matrix of the defined instance.</p>

		<h3>
			[method:undefined setColorAt]( [param:Integer index], [param:Color color] )
		</h3>
		<p>
			[page:Integer index]: The index of an instance. Values have to be in the
			range [0, count].
		</p>
		<p>[page:Color color]: The color of a single instance.</p>
		<p>
			Sets the given color to the defined instance. Make sure you set
			[page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to
			true after updating all the colors.
		</p>

		<h3>
			[method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
		</h3>
		<p>
			[page:Integer index]: The index of an instance. Values have to be in the
			range [0, count].
		</p>
		<p>
			[page:Matrix4 matrix]: A 4x4 matrix representing the local transformation
			of a single instance.
		</p>
		<p>
			Sets the given local transformation matrix to the defined instance. Make
			sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate] 
			to true after updating all the matrices.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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