Hi, I use the following layout within my code and use DrawIndexedInstanced() to render multiple objects. Everything works fine !
CONST D3D11_INPUT_ELEMENT_DESC vertexLayoutDesc[] =
{
// Vertex buffer slot 0.
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, INSTANCE_DATA_STEP_RATE_0 }, // vertexPosition
{ "TEXCOORD", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, INSTANCE_DATA_STEP_RATE_0 }, // vertexNumber
// slot 1, 2 and 3.
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, INSTANCE_DATA_STEP_RATE_1 }, // bitColor Color
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, INSTANCE_DATA_STEP_RATE_1 }, // bitSize Widths
{ "TEXCOORD", 2, DXGI_FORMAT_R32G32B32_FLOAT, 3, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, INSTANCE_DATA_STEP_RATE_1 }, // bitOffset Offsets
// slot 4.
{ "TEXCOORD", 3, DXGI_FORMAT_R32G32B32_FLOAT, 4, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, (UINT)instanceCount }, // XMFLOAT3 VoxelPositions::_position. An XMFLOAT4 W could have been used as a *single* orientation {angle}
{ "WORLDVIEW …