Looking to improve the rendering performance of sphereGeometry in my three.js program, as it is currently a bottleneck. Here is the JavaScript code I am using:
var sphereThree = [];
for(var idSphere = 0; idSphere < numSphere; idSphere++){
var sphereGeometry = new THREE.SphereGeometry(1.0);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 'rgb(255, 0, 0)'});
sphereThree[idSphere] = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphereThree[idSphere].position.x = x[idSphere];
sphereThree[idSphere].position.y = y[idSphere];
sphereThree[idSphere].position.z = z[idSphere];
scene.add(sphereThree[idSphere]);
}
After reading through the following resources:
- Animateing a Million Letters Using Three.js
- Optimizing Three.js Performance: Simulating Tens of Thousands of Independent Moving Objects
I learned that grouping similar objects together for rendering optimization is recommended. However, as a beginner, I am unsure how to implement this optimization technique specifically with SphereGeometry.
If anyone has experience with optimizing rendering performance using SphereGeometry, or knows an efficient method for rendering a large number (10,000 or more) of spheres, I would greatly appreciate any guidance or advice.
Thank you!