you might want to look into glVertexAttribDivisor
https://www.opengl.org/sdk/docs/man4/html/glVertexAttribDivisor.xhtml
That would let you make a vbo with 100 offsets in it and then each
instanced draw call would get a different offset.
you can even send down a 4x3 transform matrix by using more attributes.

On Thu, Dec 22, 2016 at 12:35 PM, Andrew Cunningham <[email protected]> wrote:

> On thinking about this issue, I see the problem. I really only have 4
> vertices, so the value d in my vertex shader just is always pulled from
> locations 0-3 in my array. What I really need to do is access an array of
> offsets in my shader indexed by glInstanceID
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69744#69744
>
>
>
>
>
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-- 
DI-Guy Engineering Lead, VT MÄK
150 Cambridge Park Drive, 3rd Floor, Cambridge, MA 02140
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