⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#46
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- Refactor `MicrotubuleTorus` to use `THREE.InstancedMesh` for rendering.
- Reduce draw calls from 1,080 to 2 per scene for the toruses.
- Use a reusable `THREE.Object3D` in the `useFrame` loop for efficient matrix updates.
- Added `key={count}` to `instancedMesh` to ensure proper buffer reallocation if count changes.
- Ensure the component is well-formatted and passes syntax checks.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Refactored the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshinstead of individual mesh components.🎯 Why: Rendering hundreds or thousands of individual meshes is extremely expensive due to the high number of draw calls. Using
InstancedMeshallows multiple instances of the same geometry and material to be rendered in a single draw call, significantly improving performance.📊 Measured Improvement: This optimization reduces the number of draw calls for the two toruses in the scene from 1,080 (360 + 720) to just 2. It also minimizes memory allocations and garbage collection overhead by using a reusable
THREE.Object3Dfor matrix updates within the animation loop.PR created automatically by Jules for task 5756109114720692576 started by @jason420247