In my current project, I am working with a mesh that consists of approximately 5k vertices. These vertices have been merged from multiple geometries into a flat array. Initially, I was able to modify individual vertices successfully by setting the flag `verticesNeedUpdate=true`, which reflected the changes on the mesh. However, now I need to apply translations and rotations to specific groups of vertices, and I am seeking a more efficient way to do this without having to loop through each vertex position.
One idea I considered was creating a new geometry and assigning a subset of vertices (by reference) to it in order to perform the necessary transformations. But upon further reflection, this approach seemed unconventional, prompting me to explore alternative solutions.
I came across an example at this link, but I remain unsure about how to effectively rotate/scale groups of vertices within the context of my project.
While I understand that consolidating vertices into a single set can reduce GPU calls by minimizing uploads, I am concerned about the impact of continuously modifying these geometry vertices on performance. Would frequent vertex updates on each frame negate the optimizations achieved through this restructuring?