Compile this, run it using preferGLSL, compare FPS with not using preferGLSL, check out how many draw calls are saved (F11)
You can test instancing via:
```
Engine.ConfigDB_CreateValue("user", "max_matrix_uniform", "1");
Engine.ConfigDB_CreateValue("user", "max_matrix_uniform", "64"); (NB -> your real max value might be higher/lower)
```