refactor: update geometry creation to use BufferGeometry for improved performance
This commit is contained in:
+12
-2
@@ -14,8 +14,18 @@ const scene = new THREE.Scene();
|
||||
/**
|
||||
* Object
|
||||
*/
|
||||
const geometry = new THREE.BoxGeometry(1, 1, 1);
|
||||
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
|
||||
// const geometry = new THREE.BoxGeometry(1, 1, 1);
|
||||
|
||||
const positionsArray = new Float32Array([
|
||||
0, 0, 0,
|
||||
0, 1, 0,
|
||||
1, 0, 0
|
||||
]);
|
||||
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
geometry.setAttribute('position', new THREE.BufferAttribute(positionsArray, 3));
|
||||
|
||||
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
|
||||
const mesh = new THREE.Mesh(geometry, material);
|
||||
scene.add(mesh);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user