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BufferGeometryUtils.mergeBufferGeometries() ignores existing groups #19164
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Currently, setting Feedback requested. /ping @takahirox |
It's fine with me if you'd like to change how That said, I've written a few suggestions on this in #18918 (comment), but you could also imagine a version that handles groups: var geometry = new BufferGeometryBuilder()
.add(geometry, matrix1)
.add(geometry, matrix2)
.add(geometry2, matrix1)
.sortGroups()
.toBufferGeometry(); To be honest I have mixed feelings about the multi-material groups API. I think users assume it reduces draw calls when it does not. And it makes real optimizations, like batching, much harder to implement. But this is probably a less focused answer than you were hoping for. 😇 |
@donmccurdy Thank you for your reply!
If you are properly merging geometries having groups, and you are honoring the groups, it can reduce draw calls. Properly merging N I do not care if we support this or not. But in light of what @donmccurdy said, I would remove the |
@donmccurdy FYI - closing this. Thank you for your feedback! |
Following up on #19164 (comment) in #22376. |
We can decide if we want to honor existing groups when merging.
If not, then this issue can be closed.
If we do chose to honor groups, it would be nice if the groups were optimized -- especially if the geometries share materials.
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