fenomas Posted July 21, 2017 Share Posted July 21, 2017 Hi, I have a scene with around ~800 non-static meshes moving around, and I find the main performance bottleneck is the time taken by Babylon calling evaluateActiveMeshes, which in turn calls computeWorldMatrix and _updateBoundingInfo on most of the meshes. However, the nature of my scene is that most of the meshes never rotate, and I separately track their locations and bounding info. So in principle, it seems like I could tell Babylon they're static (by calling freezeWorldMatrix?), and then manually update their boundingInfo objects, and set their worldMatrices to simple translation matrices. Would this be a safe approach, or has anyone tried it? Or is there some built-in way of achieving a similar result? Or does freezing the world matrix have other implications that would cause this to break? Thanks! Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.