anchor: love.graphics.drawInstanced
  Draws many instances of a Mesh with a single draw call, using hardware geometry instancing.
  
  Each instance can have unique properties (positions, colors, etc.) but will not by default unless a custom per-instance vertex attributes or the love_InstanceID GLSL 3 vertex shader variable is used, otherwise they will all render at the same position on top of each other.
  
  Instancing is not supported by some older GPUs that are only capable of using OpenGL ES 2 or OpenGL 2. Use love.graphics.getSupported to check.
  love.graphics.drawInstanced( mesh, instancecount, x, y, r, sx, sy, ox, oy, kx, ky )
  mesh Mesh The mesh to render.
  instancecount number The number of instances to render.
  x (0) number The position to draw the instances (x-axis).
  y (0) number The position to draw the instances (y-axis).
  r (0) number Orientation (radians).
  sx (1) number Scale factor (x-axis).
  sy (sx) number Scale factor (y-axis).
  ox (0) number Origin offset (x-axis).
  oy (0) number Origin offset (y-axis).
  kx (0) number Shearing factor (x-axis).
  ky (0) number Shearing factor (y-axis).
  love.graphics.drawInstanced( mesh, instancecount, transform )
  mesh Mesh The mesh to render.
  instancecount number The number of instances to render.
  transform Transform A transform object.