Performance of scene traversal

Assuming the information “lost” is the distinct meshes themselves, and that the quantity of meshes is also the cause of the performance issue, you probably need to figure another way to represent things such that interactive objects do not correspond 1:1 to GPU draw calls (that is, batching). Converting the scene into one or more BatchedMesh objects for example. I’ve written a bit more about how that would relate to CAD and AEC models in:

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