⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#58
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- Transitioned MicrotubuleTorus from individual Mesh components to InstancedMesh.
- Implemented efficient matrix updates in useFrame loop using a reusable Object3D.
- Added key={count} to ensure safe re-mounting when instance count changes.
- Set frustumCulled={false} to maintain visibility during animations.
- Reduced draw calls in QuantumScene from 1080 to 2.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Transitioned the
MicrotubuleToruscomponent from rendering individual<mesh>elements to usingTHREE.InstancedMesh.🎯 Why: Rendering thousands of individual meshes creates a significant performance bottleneck due to excessive draw calls. Using
InstancedMeshallows all instances of the torus to be rendered in a single draw call.📊 Measured Improvement: In the default
QuantumSceneconfiguration (two toruses with 360 and 720 units respectively), this change reduces the number of draw calls from 1080 to 2, representing a theoretical 99.8% reduction in rendering overhead and significantly lower CPU utilization.PR created automatically by Jules for task 14961290577288233656 started by @jason420247