Closed thatcomputerguy0101 closed 5 months ago
Apparently my geometry is complex enough that the performance using duplicated regular Mesh
es was poor even without animations, so I'm moving forward using InstancedMesh
and figuring out what I'm doing for animations later.
I think using an InstancedMesh
and updating the transformation for each instance each frame should perform well. Unless you have a crazy amount of instances of course.
I'm interested in having many copies of the same mesh, but with individual transformation animations applied to each one. Is this possible with the current implementation of
InstancedMesh
without taking a big performance hit (e.g. by reassigning the instance transformations each loop), or would it be better to just copy the mesh and animate each individual model independently?