⚡ Optimize MicrotubuleTorus with InstancedMesh#63
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Replaced individual mesh rendering in MicrotubuleTorus with THREE.InstancedMesh
to reduce draw calls and improve rendering performance.
- Implemented InstancedMesh in MicrotubuleTorus component.
- Used a reusable THREE.Object3D for matrix updates in useFrame.
- Added key={count} to ensure proper remounting when instance count changes.
- Set frustumCulled={false} to maintain visibility during animations.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Replaced individual mesh rendering in
MicrotubuleToruswithTHREE.InstancedMesh.🎯 Why: Rendering thousands of individual meshes resulted in excessive draw calls (~1082 in the baseline scene), significantly impacting GPU performance.
📊 Measured Improvement: Theoretically reduced draw calls from ~1082 to ~4. The optimization uses a single draw call per
MicrotubuleTorusinstance (360 and 720 counts), plus ambient and point lights. Performance is further improved by using a reusableTHREE.Object3Dfor matrix calculations to avoid per-frame allocations.PR created automatically by Jules for task 15974716797949878449 started by @jason420247