Hi all!
I have the following problem:
My app renders a graph that can have many nodes/symbols. Let’s say more than 200k. To render it I use InstancedMesh and BatchedMesh (BatchedMesh for the links between symbols).
Before the instances are used and positioned they are all at (0, 0, 0) position. Well, the big problem I found is that when they are in the same position, or a close one, stacked on top of each other, the GPU usage goes to 100% and the frame rate plummets, no matter how good the GPU is. When the instances are positioned elsewhere the performance of the app is perfect.
I can’t juggle with the instance count (drawRange) as that would mess the index of many datatextures and instanced attributes I use for several effects in my shaders. Also would be too performance intensive to do it, javascript just can’t keep up.
So, what can I do to say: “skip this instance from rendering, don’t touch the rest” ?
Thx!