⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#52
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Refactor MicrotubuleTorus to use InstancedMesh, reducing draw calls from 1080 to 2 for the QuantumScene. Includes frustumCulled={false} and key={count} for performance and correctness.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What:
Optimized the
MicrotubuleToruscomponent by replacing individualmeshcomponents with a singleTHREE.InstancedMesh. The implementation uses a reusableTHREE.Object3Dfor efficient matrix updates within theuseFrameloop and properly manages theinstanceMatrix.needsUpdateflag.🎯 Why:
Rendering thousands of individual meshes (360 + 720 = 1080 in the default scene) is extremely expensive for the GPU due to excessive draw calls. Using
InstancedMeshbatches these into a single draw call per torus, significantly improving rendering performance and CPU efficiency.📊 Measured Improvement:
MicrotubuleTorusinstances.key={count}to handle dynamic instance count changes andfrustumCulled={false}to prevent flickering during complex animations.PR created automatically by Jules for task 15101849277777753923 started by @jason420247