⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#59
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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 individualMeshcomponents to a singleInstancedMesh. Implemented efficient matrix updates in theuseFrameloop using a reusableObject3Dinstance.🎯 Why: Rendering thousands of individual meshes is extremely expensive due to excessive draw calls, which significantly impacts performance.
InstancedMeshcollapses these into a few draw calls.📊 Measured Improvement: The number of draw calls in
QuantumScenewas reduced from 1080 (360 + 720 individual meshes) to 2 (one perInstancedMesh), representing a theoretical 99.8% reduction in draw call overhead. This change also reduces CPU overhead by avoiding the creation and management of thousands of React components and Three.js Mesh objects.PR created automatically by Jules for task 14352811522518018736 started by @jason420247