I understand you’re experiencing performance issues when using geometry.addGroup(0, Infinity, i)
with a BufferGeometry in Three.js. This is indeed a situation that can lead to slowdowns. Let’s break down the problem and explore some solutions:
-
Understanding the issue:
Usinggeometry.addGroup(0, Infinity, i)
creates a group that spans the entire geometry for each material indexi
. If you’re doing this multiple times, you’re essentially telling Three.js to render the entire geometry multiple times, once for each material. This can significantly impact performance, especially for complex geometries. -
Possible solutions:
a. Use specific ranges instead of Infinity:
If possible, divide your geometry into specific ranges for each material. For example:geometry.addGroup(0, vertexCount1, 0); geometry.addGroup(vertexCount1, vertexCount2, 1); // and so on...
b. Use a single material:
If you don’t need multiple materials, consider using a single material for the entire geometry.c. Use
THREE.MeshPhongMaterial
with vertex colors:
If you’re trying to achieve different colors for different parts of the geometry, consider using vertex colors instead of multiple materials.d. Use instancing:
If you’re repeating the same geometry multiple times, consider using instancing instead of multiple groups. -
Optimization techniques:
- Reduce polygon count if possible
- Use simpler shaders
- Implement level of detail (LOD) for complex scenes
- Use object pooling for frequently created/destroyed objects
-
Profiling:
Use the Three.js inspector or browser developer tools to profile your scene and identify performance bottlenecks.