I load .obj model in Three.js and then create independent meshes from its faces for really interesting animation. But the problem is a very bad performance with so much meshes.
In fact, single mesh with 10000 faces works beautifully. But separated 10000 meshes (created from these faces) work badly - even without animation, just static scene.
How can i optimize performance with saving such animation?
Link: http://intelligence-group.ru/test.html
Here is the code creating meshes:
` obj_loader.load(
'/assets/models/zeus.obj',
function(object) {
var material = new THREE.MeshPhongMaterial( {
color: "#eeeeee",
shading: THREE.FlatShading,
metalness: 0,
roughness: 0.5,
refractionRatio: 0.25
} );
var face = new THREE.Face3( 0, 1, 2 );
for (var i = 0; i < object.children.length; i++) {
var child = object.children[i];
var geometry = new THREE.Geometry().fromBufferGeometry(child.geometry);
for (var i = 0; i < geometry.faces.length; i++) {
var new_geometry = new THREE.Geometry();
var a = geometry.faces[i].a;
var b = geometry.faces[i].b;
var c = geometry.faces[i].c;
new_geometry.vertices.push(geometry.vertices[a]);
new_geometry.vertices.push(geometry.vertices[b]);
new_geometry.vertices.push(geometry.vertices[c]);
new_geometry.faces.push( face );
new_geometry.computeFaceNormals();
var mesh = new THREE.Mesh( new_geometry, material );
group.add( mesh );
}
full_orig_array(group); //animation function - not the reason of bad optimization!
}
scene.add(group);
}
);`
Important: after completion of animation i substitute 10 000 meshes with one single mesh (original object from loader) - and then you can see big improvement of performance. It's not about animation - i checked it: even without animation 10 000 meshes have the same bad performance.
As i understand, it's about different geometries in each mesh. But i don't know how to solve this problem(
Please take into account that i don't duplicate geometry - each mesh's geometry is unique. That is the problem!