Hey!
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:
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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.
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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)
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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)
Thanks,
S41L0R