title: How to use Three.js InstancedBufferGeometry & InstancedBufferAttribute?
body: <p>I believe "instancing" as described here provides a way to have one attribute for all the vertices/indicies of a, for example, 200 vertex model:</p>
  
  <blockquote>
    <p><a href="http://blog.tojicode.com/2013/07/webgl-instancing-with.html" rel="noreferrer">http://blog.tojicode.com/2013/07/webgl-instancing-with.html</a></p>
  </blockquote>
  
  <p>In other words, this gives a way to have just one translation or orientation attribute array which would be applied to all 200 vertices of the model. And thus "instancing" a scene of 10K of these models would require only 10K attributes, not 2000K.</p>
  
  <p>Apparently Three's InstancedBufferGeometry &amp; InstancedBufferAttribute objects provide this but I haven't found documentation, other than sparse descriptions of the objects. I believe they use a ShaderMaterial, which is fine, although there may a way other than using GLSL in "vanilla" Three.js.</p>
  
  <p>Could someone explain how they work and how to use them in Three.js? </p>