# D:/guillaume/guillara/3D/DXGfx/Backup/DXGfxLib/Batch.cs File Reference

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## Classes
struct | DXGfxLib.InstanceInfo
| This structure is meant to be used to store information about position and rotation of one instance of the geometry we want to render. It is anticipated that this structure will be used for geometries on the groung thus the only rotation information in that structure is the rotation around the Y axis. In fact this structure is not used at the moment. More...
class | DXGfxLib.Batch
| The batch class. This class can be useful if we have many instances of a geometry with a small number of faces. In that specific situation you can make a batch out of these geometries. They will be pre transform and but in one big mesh. At the moment you should use geometries with only one subset, if you have several materials and subsets in your mesh all vertices that will be put in the big mesh will be rendered with first material and texture as if they were all part of subset 0. During my testing I have attempted to use this class for the tress of the demo. I was doing these tests with trees of 1600 faces (quite a lot for a tree but good for testing :)) this did not give good results. In fact it was much better to have each tree as a separate SceneObject. This might change based on which machine you run the program on but there will always be some tradeoff to make. At the moment the limit for the big buffer is 5000. Maybe that's still too high. More...
## Packages
package | DXGfxLib