I’m trying to render grass using an instanced mesh. So far it’s looking pretty good but I’d like to optimise it a bit further. This is what I’ve got so far:
I’m only setting the position for every grass mesh using
InstancedMesh.setMatrixAt(), which seems like a bit of a waste. Is there a way to prevent the allocation of 100k matrices in gpu memory and use a simple vector3 for the position instead?
I feel like
InstancedBufferGeometry might be the solution here but I’m still not quite sure what the purpose is of
InstancedBufferGeometry exactly and what its advantages are over
InstancedMesh with a regular