;
		const orientation = new t3d.Quaternion();
		const scale = new t3d.Vector3(1, 1, 1);
		const matrix = new t3d.Matrix4();

		let rowLength = 8, row = 0, countInRow = 0;
		for (let i = 0; i < maxInstanceCount; i++) {
			position.x = (countInRow - (rowLength - 1) / 2) * 2;
			position.y = 0;
			position.z = -row * 1.5 + 10;

			countInRow++;

			if (countInRow >= rowLength) {
				row++;
				countInRow = 0;
				rowLength++;
			}

			matrix.compose(position, orientation, scale);
			matrix.toArray(matrices, i 