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In a completely different topic, here we are thinking about the geometry, with GL_EXT_draw_instanced. Let's imagine that
we need to display several identical meshes but at different positions. Usually, we would perform as many batches (glDraw*) as
the number of times we wish to draw this mesh. With this extension, only one batch is needed. A unique identifier is passed
for each instance (gl_InstanceID) which let us apply individual process in the vertex shader, like a transformation.
This is a new initiative that will relieve the CPU.