frollpin Posted January 27, 2017 Share Posted January 27, 2017 I was wondering what would be the fastest way to render 10 millions similar sprites (let's say a blue filled circle with 5 pixel radius), given that the screen coordinates are stored in two UInt16Arrays x and y. I was told that WebGL2's instanced drawing is exactly what I need, however, being a novice with WebGL, I'm a bit lost. Does three.js provide an API for me to do it, or should I go deeper in the technology stack? Quote Link to comment Share on other sites More sharing options...
PickPacket Posted April 10, 2017 Share Posted April 10, 2017 Why not use a particle system? Pass in the coordinates, plus the image as a billboard texture. 10M is a lot. What are these sprites going to do? Quote Link to comment Share on other sites More sharing options...
away168 Posted May 15, 2017 Share Posted May 15, 2017 I think Three.js has it, called BufferGeometry. Best used for static objects (or particles under-the-hood). I think this is one of the example. https://threejs.org/examples/webgl_buffergeometry_instancing.html 10 million is a lot though. Quote Link to comment Share on other sites More sharing options...
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