See my experiments to solve it:
- clone to use is expectable slow - SceneOptimizer makes it as fast as merged meshes
- createInstance is almost 10 times better. And LOD (LevelOfDetail) works fine too.
- merging meshes is great! - but no LOD
- SPS is slightly faster compared to merging, and there is also no LOD
See also numbers below in the code
My actual solution is, to group parts of the forest into merging meshes and use the LOD for each whole group.
I could do the same with SPS Is using some 100 SPS in parallel is OK?
Well, as SPS could have more visible trees, the size of my groups could be larger.
I would like to use just one SPS, but need LOD.
Is there a way to implement some behaviour like LOD inside a SPS?
As far as I know, it is possible to have one GPU code
run for all meshes. So I need a code, comparing the distance to the Camera
and change invisibility.
I just watched youtu.be/rlODXrsdseA about Instance Buffers.
As I experienced, addLODLevel get lost with SPS.addShape
Could it be added by registerInstancedBuffer?