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Three.ez/InstancedMesh2 - Enhanced InstancedMesh with frustum culling, fast raycasting (BVH), sorting, visibility management, LOD, skinning and more
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12
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2208
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February 2, 2026
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High-Performance Instanced Volumetric Fire for Games
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0
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157
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November 13, 2025
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What does calling InstancedMesh.computeBoundingBox() actually do?
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2
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142
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August 25, 2025
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[Performance] Optimizing 3M Instanced Grass in Three.js
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9
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879
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April 16, 2025
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In three js have Occlusion Culling?
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8
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9294
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March 25, 2025
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InstancedMesh LOD - 1 million instances
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4
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985
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September 16, 2024
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Performance Issues - Occlusion Culling?
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10
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2304
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April 3, 2024
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Is there an Object3D poperty to check if it's within camera frustum?
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7
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5144
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August 31, 2023
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Occlusion culling
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10
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7173
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May 13, 2023
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How to compute slightly bigger frustum from the camera?
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3
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696
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June 28, 2022
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Enabling cast shadow on meshes makes frustum culling less efficient
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10
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2786
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June 17, 2021
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Ridiculous number of boxes
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9
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5360
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June 13, 2019
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Detect if an object is completely invisible when clipping
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2
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1194
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December 2, 2020
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Mesh disapear when camera close
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7
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5325
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April 10, 2020
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Question about Culling (if this is even the correct term)
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10
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3907
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April 23, 2018
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Face Culling considerations on renderer.info.render.faces
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3
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3861
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January 17, 2018
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