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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>It's full of stars: XNA 2-D Shader Instancing</title><link>http://blogs.msdn.com/manders/archive/2008/04/06/it-s-full-of-stars-xna-2-d-shader-instancing.aspx</link><description>A lot of my XNA -based programs draw many instances of the same mesh (such as RoundLines ), with each instance having different position, rotation, etc. I had been submitting these meshes to Direct3D one instance at a time, which is not great for performance.</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>Polygonal Tessellation</title><link>http://blogs.msdn.com/manders/archive/2008/04/06/it-s-full-of-stars-xna-2-d-shader-instancing.aspx#8396889</link><pubDate>Tue, 15 Apr 2008 10:31:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8396889</guid><dc:creator>Manders vs. Machine</dc:creator><description>&lt;p&gt;Now that I've got the hang of quickly drawing lots of shapes with shader instancing , what should I draw?&lt;/p&gt;
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