Garrett Johnson
Garrett Johnson
Thanks Rodri - after thinking about this for a bit I think this will wind up adding more overhead for me when making releases. If / when the project grows...
Since a new [index buffer is created](https://github.com/mrdoob/three.js/blob/0dd714ecc918c914c7d39478911839dbe4c2abf0/src/renderers/WebGLRenderer.js#L750-L758) for the sake of drawing edges rather than triangles - the batched mesh "multi draw starts" and "multi draw counts" buffers (see [here](https://github.com/mrdoob/three.js/blob/0dd714ecc918c914c7d39478911839dbe4c2abf0/src/renderers/WebGLRenderer.js#L878))...
Unfortunately a generalized BVH alone cannot reliably detect containment for an arbitrary mesh. In order to determine containment a mesh needs to have distinct inside and outside which means that...
> Would you be open to me adding some topology debug info fields to the BVH construction so users can verify their own meshes? A feature like this is outside...
This sounds like a fairly minimal change and I'd support adding the couple lines required to the points and line dashed materials. Out of curiosity - what's your use case...
> LineSegments2 is expensive both because of the massive instancing operation and (more importantly) it is extremely stressful for MSAA on the GPU. (We currently use MSAA but we will...
I'm seeing others use workarounds for adding line-rendering support for BatchedMesh every once and awhile(see https://github.com/gkjohnson/three-mesh-bvh/issues/767#issue-3374820219). I'm wondering if a `BatchedMesh.renderMode` would be acceptable as an official way to switch...
I assume you're using you're overriding the material to use your own transform matrix texture, then?
What's the reason for using BatchedMesh, then, instead of packing everything into a BufferGeometry? Are you using the implicit gl_DrawID for something else? Or using frustum culling / sorting?
Thanks - short version is you use BatchedMesh without setting matrices for the following reasons: - provides benefits for geometry merged in a sparsely populated layout - affords toggling visibility...