So, I’m trying to reduce draw calls in my project. But here’s the catch: I’m using TransformControls in order to move objects. The approaches I can envision are as follows:
Create an InstancedMesh for each type of object, and when I select and instance via raycaster do the following: Set the instance as invisible in the instanced mesh, or something similar, then create a mesh with the same geometry and material in its location to be moved by TransformControls. Then reverse it when selecting something else.
Somehow learn how to use InstancedBufferGeometry (Problem with this is that I don’t understand why I need to write a shader for that, or what it would even do)
Merge all items in the scene into one giant item, then somehow label what geometry belongs to what items. Use a similar approach from there as #1.
Any other suggestions? If you recommend one of these, do you have any recommendations for how to go about implementing it? (Especially option 2, I know nothing about manually writing shaders)