⚡ Optimize MicrotubuleTorus Rendering with InstancedMesh & Robust Clock Animation - #116
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…ck Animation Optimizes rendering performance of MicrotubuleTorus in QuantumScene by leveraging InstancedMesh to consolidate draw calls, reducing them from over 1,000 separate calls to just 2. In addition, stabilizes the animation loop inside useFrame by accumulating delta * speed into a persistent ref, preventing sudden positional jumps if the speed prop changes dynamically. Also includes performance metrics and analysis details in the component header. Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What:
Optimizes rendering performance of
MicrotubuleTorusinQuantumScene.tsxby transitioning the rendering architecture from individual meshes to an optimizedInstancedMesh. In addition, introduces a highly robust animation frame logic that accumulatesdelta * speedin a persistentuseRefto handle dynamicspeedchanges smoothly without positional jumps, and documents detailed performance metrics/analysis in the file header.🎯 Why:
Rendering over a thousand individual mesh nodes (360 + 720) in a standard group structure forces the GPU and render engine to execute excessive separate draw calls (approx. 1,080 distinct calls) for every frame render loop. This significantly limits framerate and increases overhead. Consolidating the rendering process into an
InstancedMeshaddresses this issue effectively.📊 Measured Improvement:
InstancedMeshtoroid), delivering a ~99.8% reduction in draw call overhead.useFramevia the reuse of a single memoizedTHREE.Object3Dinstance (tempObject).PR created automatically by Jules for task 4189280852446055814 started by @jason420247