
We have StaticGeometry(), that is for non movable objects.
Thats necessary as every High-End-PC would be sweeting,
if you want to make a terrain with meshes ... like i do.

But the same problem goes for movable objects ... if you
have a high number of movable objects, all from the same
mesh, they should be bulked together, to get the best
possible performance. Even so there are just a few one,
everything should be bulked together if it is possible.
And in my case, i'm currently limited because of this.
Regardless if i am on a old 8400 GS or a HD 7870,
if there are to many meshes, the FPS drops down.
It is CPU limited as there is to much overhead.

I can just hope, that it is not to hard to implement and
as easy as the StaticGeometry() ... but it is important
for everone, who creates a scene with a few more objects.
Otherwise, the system requirements would result in a
high-end-cpu in any case.

InstancedGeometry class:
http://www.ogre3d.org/docs/api/html/cla ... ml#details
Of course, i would be very happy when this one gets implemented.

MFG PMV