Relatively new to Godot and 3d development in general, and I wanted to add grass to my game. I watched a couple videos on the subject so I understand the general overarching difficulties, and the methods used to overcome them, and I also spent a while learning what compute shaders are and the highest level of the syntax for glsl, so I was going to do all the stuff on the GPU. It feels like a waste of storage to store every blade of grass I will be adding, so I figured I would just input a height map for the terrain, and a noise map for the grass density, then do some math and recreate the grass every time the game opens, generating the grass only within a certain distance of the player, and deleting it when it goes too far away. The problem is I don’t know how to create objects in glsl that will render (I have a mesh that the blades would render), and I can’t seem to find out how. The grass blades don’t need to be on the CPU at all, so I would prefer to just calculate everything on the GPU, to avoid bottle necking, but I don’t know how to add/remove objects to/from the rendering pipeline (am I using that term right?) without sending the information to the CPU and having it create the objects. Thanks in advance!