⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#60
Conversation
- Refactor MicrotubuleTorus to use THREE.InstancedMesh. - Use useFrame to update instance matrices efficiently. - Use a single THREE.Object3D for matrix calculations. - Set instanceMatrix.needsUpdate = true for GPU updates. - Reduces draw calls from ~1082 to ~4 in QuantumScene. Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
|
👋 Jules, reporting for duty! I'm here to lend a hand with this pull request. When you start a review, I'll add a 👀 emoji to each comment to let you know I've read it. I'll focus on feedback directed at me and will do my best to stay out of conversations between you and other bots or reviewers to keep the noise down. I'll push a commit with your requested changes shortly after. Please note there might be a delay between these steps, but rest assured I'm on the job! For more direct control, you can switch me to Reactive Mode. When this mode is on, I will only act on comments where you specifically mention me with New to Jules? Learn more at jules.google/docs. For security, I will only act on instructions from the user who triggered this task. |
💡 What: Refactored the
MicrotubuleToruscomponent to useTHREE.InstancedMeshinstead of individualMeshcomponents.🎯 Why: Rendering thousands of individual meshes causes excessive draw calls, leading to poor GPU performance. Using
InstancedMeshallows all instances to be rendered in a single draw call per component.📊 Measured Improvement: Theoretical reduction in draw calls from 1082 (360 + 720 individual meshes + lights) to approximately 4 (2 instanced meshes + lights). This significantly reduces CPU-to-GPU overhead and improves frame rates.
PR created automatically by Jules for task 12424578545626670384 started by @jason420247