# InstancedMesh vs. InstancedBufferGeometry

**URL:** <https://discourse.threejs.org/t/instancedmesh-vs-instancedbuffergeometry/31058>\
**Category:** Questions\
**Tags:** instancing\
**Created:** [October 22, 2021, 4:14am UTC](https://discourse.threejs.org/t/instancedmesh-vs-instancedbuffergeometry/31058 "2021-10-22T04:14:52Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![caBattista](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/cabattista/32/26293_2.png) [@caBattista](https://discourse.threejs.org/u/caBattista)\
**Post date:** [July 10, 2022, 7:14pm UTC](https://discourse.threejs.org/t/instancedmesh-vs-instancedbuffergeometry/31058/10 "2022-07-10T19:14:20Z")

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I’ve researched a little more and found out it can’t be done because for that (for example adding a vertex within a shader) you would need a geometry shader which WebGL does not support.

> [@Geometry shaders in Three.js?](https://discourse.threejs.org/t/geometry-shaders-in-three-js/33462):
>
> Hi all, is it even remotely conceivable to somehow plug in a [geometry shader](https://www.khronos.org/opengl/wiki/Geometry_Shader) between vertex and fragment shaders within Three.js?

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_[View the full topic](https://discourse.threejs.org/t/instancedmesh-vs-instancedbuffergeometry/31058)._
