I’ve gotten the basics of working with Three.js down, and I’m now working on a project where I want to render a large number of interactive planes (1,000,000) that are static (it’s for a data visualization).
It seems to me that using THREE.Points is the easiest way to render a large number of objects by using a PointsMaterial and a sprite map. I’m guessing that the way to make this interactive is by creating a raycaster for mouseover events. The alternative approach I had in mind was using BufferPlaneGeometry to generate 1,000,000 BufferPlaneGeometry objects.
Which would be a more performance-optimized (loading time is important) approach? Using THREE.Points or using BufferPlaneGeometry?