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  1. I am working a brand new application. Not a game. I am pushing Babylon in ways that may be unique. I could really use some advice on high mesh-count situations. Please! Here is the deal. I generate graphics about crime data on SVG. WebGL can look a lot better but it is still kinda balky. The first two images are Attempted Murder in San Francisco for the past three years. What you cannot see in those images but can see in the next two (aggravated assault) is that the whole city is tiled in hexagons. About 40K for San Francisco, more for Chicago. All results are delivered by presenting color, opacity (and now elevation) in hexes. Image 5 shows increases and decreases of theft from Motor Vehicle between two six-month periods. Right now, I create a scene as follows: ~ Generate individual meshes to correspond with all "visible" hexes ~ Pattern-match materials and merge the hexes down from 30K meshes to about 200. ~ Dispose of the unmerged meshes ~ Show the scene ~ Gradually dispose of the meshes These unused meshes are consuming a lot of time. Especially since, except for a handful that are not merged, none of them are shown to the user! It would be conceptually far more ideal to create the hexagonal geometries and group them directly rather than creating meshes. I lack the chops to do it but am reasonably sure it is possible. I welcome advice, snippets or . . . consulting offers?
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