name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelDatatypePixelFormat
The classic approach solving this is to use super sampling (render in higher resolution and downsample) or multi sampling (occlusion like super sampling but shading done per pixel). There has been many improvements in this area but for many reasons (performance, memory and complexity) many games...
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelFormatPlane
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelDatatypePixelFormat
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelFormatPlane
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelFormatPlane
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelFormatPlane
name="PerInstanceColorAppearance">PerInstanceColorAppearancePerspectiveFrustumPerspectiveOffCenterFrustumPinBuilderPixelFormatPlane