What is the importance of manually merging geometries?

After exploring the performance implications of merged geometries, I've discovered that the GPU generates draw calls for all shared geometries combined with materials (or maybe just the material count). This has led me to wonder why developers are required to manually merge geometries when it seems like three.js will just separate everything from the merged geometry anyway.

I have a feeling that I might be overlooking something.

Answer №1

Understanding the performance of WebGLRenderer can vary greatly depending on the specific use case.

In general, reducing the number of draw calls can lead to improved performance. One way to achieve this is by merging multiple meshes that share the same material into a single geometry, effectively reducing the number of draw calls to just one.

It's important to note that this optimization is only beneficial when the multiple meshes are static relative to each other, as merging them means they can no longer be transformed independently.

Additionally, if a mesh has multiple materials, the renderer will automatically break the geometry into smaller parts, creating separate geometries for each material before rendering.

For a closer look at what's happening behind the scenes, try typing renderer.info in the console to inspect the returned object for valuable insights.

For a more real-time display of renderer.info, you can utilize this utility.

three.js r.68

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