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Fixed in 2019.3



Found in

Issue ID




When "draw instanced" is changed for entire terrain group and then undone, it is only undone for the terrain that was selected



Repro steps:
1.Create terrain with neighbors
2. Go into terrain settings and check or uncheck "draw instanced"
3. ctrl+z
Expected result: all terrains have the check or uncheck undone
Actual result: only the terrain that was selected when checked or unchecked is changed.

Comments (5)

  1. Dc33ae887c03d01783539a6bccac1528?d=mm


    Nov 13, 2019 12:43

    Instanced rendering..... manner that we are able to render more than one time....... in an unmarried draw name and provide each example: with a few unique attributes..... We are going to cowl two strategies for doing that | Inside the first technique instance precise attributes |

  2. 4934e94ce2bb5c57bf7bad7d7bc14fee?d=mm


    Nov 11, 2019 07:20

    The implementation of hardware geometry instancing (known as draw instanced in OpenGL) might be of an awful lot significance. It permits the equal geometry object, or the identical units of vertices and primitives, to be instanced commonly and rendered with different transformations. Visit for more at

  3. E9bd1875e8aecfef1d0eb0925cca7e2d?d=mm


    Aug 16, 2019 09:06

    I have drawn a terrain for making the garden in my VR application for If you are using instance it includes the mesh and it has also the sub-option of polygon mesh for selecting the whole terrain.

  4. Bd86206d7634d6ec2bb309752f930103?d=mm


    Jul 22, 2019 07:24

    If you were looking for some best online game then from here play mahjong connect game online without any pay and app installation the goal in the game is really challenging that you loves to play online for free.

  5. F86afdb5b2e78909e69fc231ff71bda1?d=mm


    Jul 20, 2019 10:29

    hey the word "instancing" means that we have a base mesh but many instances of this quad.
    TECHNICALLY it's done via several buffers:
    - some of them the base mesh.
    - it's describe the particular of each instance.
    in some cases;
    - some buffer for particular centers.
    - it's have particular colors. i use it when i did this coding.
    static const GLfloat g_vertex_buffer_data[] = {
    -0.5f, -0.5f, 0.0f,
    0.5f, -0.5f, 0.0f,
    -0.5f, 0.5f, 0.0f,
    0.5f, 0.5f, 0.0f,
    GLuint billboard_vertex_buffer;
    glGenBuffers(1, &billboard_vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, billboard_vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

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