Is there any property for instanced mesh to make all instances face the camera? Or it will only be possible via vertex shader? Camera will be moving so I don’t know if rotating each instance from JS will be good idea.
Thanks, while that works, using that on more than 50 particles starts dropping frames. I am trying to do via shader now but I think it’s going to be too complex.
I do this with thousands of instances per drawCall with no performance dips. I do copy the camera quaternion also but I compose the matrix instead of decompose it. Not sure that is that the issue here though. I also have my instances built as InstancedBuffferGeometry up front. I really can’t tell you what the difference is here other than it looks like camera.quaternion.copy is an unusually high process for some reason in this example. But I can confirm that this process is not as expensive as advertised here. I do this task successfully on iOS and Android in ThreeJS r132+. I do it while fog, moving lights, and bloom postprocessing are all running simultaneously.
ThreeJS is capable of high performance here just FYI.