⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#38
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Optimized the `MicrotubuleTorus` component in `components/QuantumScene.tsx` by replacing individual mesh rendering with `THREE.InstancedMesh`. This change significantly reduces the number of draw calls required to render the scene.
- Used `InstancedMesh` for efficient rendering of multiple identical geometries.
- Implemented a shared `THREE.Object3D` for matrix updates in the `useFrame` loop to minimize object allocation.
- Set `frustumCulled={false}` to ensure visual stability during animations.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What:
The
MicrotubuleToruscomponent was optimized to useTHREE.InstancedMeshinstead of rendering hundreds of individualmeshcomponents. The animation logic was moved into a singleuseFrameloop that updates the instance matrices using a reusableTHREE.Object3D.🎯 Why:
In the original unoptimized state, each
MicrotubuleTorusrendered one mesh per unit, resulting in 360 + 720 = 1080 draw calls for the cubes in theQuantumScene. Rendering thousands of individual meshes is extremely expensive for the GPU and CPU due to the overhead of multiple draw calls and scene graph management.📊 Measured Improvement:
MicrotubuleTorusinstance).THREE.Object3Dand avoiding the creation of 1080 individual React components and Three.js mesh objects.PR created automatically by Jules for task 7518797166142111994 started by @jason420247