Hi there! In my current project I have a few GPU Instanced Geometries. Means I duplicate and place the same model via shader code as described in this tutorial series https://medium.com/@pailhead011/instancing-with-three-js-36b4b62bc127.
This way of placing static assets in a scene reduces draw calls and improves overall performance enormously.
BUT there is one little problem I couldn’t figure out by now. Since I use the mesh’s shader to translate duplicates of the actual geometry, the geo’s boundingBox
won’t update – which means – I do have to set frustumCulled
to true
in order to make sure the mesh gets rendered. This results in the mesh getting rendered even if it’s not in the viewport, which again causes unnecessary draw calls.
So the question is: Is it possible to recalculate my geo’s BoundingBox and taking displacements via shaders into account?
Thanks in advance!