Mesh is making an excessive number of draw calls

After importing some mesh from Blender using the three.js exporter from the utils folder, I noticed that it only has 3 materials but is utilizing 28 draw calls. Why is this happening? I expected it to use only 3 draw calls.

View mesh image

Answer №1

To organize your faces in Blender, enter edit mode, select all faces, and then utilize the Mesh->Sort Elements->Material command to group them by material before re-exporting.

This command allows you to sort based on various criteria, making it perfect for creating effects like a gradual build-up of your object from the ground up

By organizing elements in a specific direction, you can manipulate draw groups in three.js over time to gradually render more faces on your mesh.

Hope this helps!

Answer №2

When working with a single instance of a Mesh in Three.js and assigning it two different Materials, 28 draw calls are created.

This is due to the group system utilized by BufferGeometry.

0:{start: 0, materialIndex: 0, count: 12}
1:{start: 12, materialIndex: 1, count: 12}
2:{start: 24, materialIndex: 0, count: 24}
3:{start: 48, materialIndex: 1, count: 12}
4:{start: 60, materialIndex: 0, count: 12}
...

27:{start: 378, materialIndex: 1, count: 6}

If you have questions about this inefficiency, consider raising them on GitHub. This method of rendering geometry goes against WebGL standards, which typically require only two draw calls for geometry using two shaders.

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