I’m having an issue with one of my scenes. For one of the meshes I use quite a lot of the same geometry, so I converted some bits to duplicate meshes. So far so good, but that doesn’t fully cut it, so I needed to optimise further - that’s when I decided to convert normal instances into thin instances. At this point, the performance started to get better, but I’m still having some issues with the calculations, for example:
Now, I use that method in other places across my scene and it works fine in most places. In this place, however, it does not work as expected. I’m pretty sure that my matrixPosition calculation is off, but I can’t figure a way to fix it. It probably has something to do that the original mesh has a position, that isn’t 0,0,0, which would somehow need to be accounted, as with other meshes, they are all at position 0,0,0 and it works fine.