In my exploration of three.js optimization, I discovered that reducing the number of draw calls is crucial for improving performance. One way to achieve this is by consolidating geometries through the use of GeometryUtils.merge.
Although this optimization technique helps with performance, one drawback is the inability to individually select merged geometries using raycasting. While I grasp the rationale behind this limitation, I am curious if there are alternative methods that enable the selection of individual geometries post-merging?