⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#50
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Refactor MicrotubuleTorus to use THREE.InstancedMesh, reducing draw calls from 1080 to 2. Use a reusable Object3D for efficient matrix updates in the useFrame loop and add key={count} to ensure proper re-instantiation.
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. The implementation uses auseMemo'dTHREE.Object3Dfor efficient matrix updates within theuseFrameanimation loop and includeskey={count}to handle dynamic instance count changes safely.🎯 Why:
The previous implementation rendered thousands of individual meshes (360 + 720 = 1080), resulting in excessive draw calls and significant CPU overhead during React reconciliation and Three.js scene graph traversal. Using
InstancedMeshallows the GPU to render all instances in a single draw call per torus.📊 Measured Improvement:
Object3Dinstance to minimize garbage collection during the animation loop.frustumCulled={false}to prevent flickering during complex animations.PR created automatically by Jules for task 1904919192790708236 started by @jason420247