Performance
Reuse Geometries and Materials
Each Geometry and Material consumes the GPU’s resources. If we know certain Geometries and/or Materials will repeat, we can reuse them
Imperative
We can have static geometries and materials as Component’s properties
1@Component({2 standalone: true,3 template: `4 <ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[1, 1, 1]" />5 <ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[2, 2, 2]" />6 `,7})8export class SceneGraph {9 readonly sphere = new THREE.SphereGeometry(1, 32, 32);10 readonly redMaterial = new THREE.MeshBasicMaterial({ color: 'red' });11}
We can also store these static objects in a Service to reuse across the application or turn them into Signals.
Declarative
We can put the Geometries and Materials declaratively on the template so they can react to Input changes; and still can reuse them
1<ngt-sphere-geometry #sphere *args="[1, 32, 32]" attach="none" />2<ngt-mesh-basic-material #redMaterial color="red" attach="none" />3
4<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[1, 1, 1]" />5<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[2, 2, 2]" />
On-demand Rendering
Credit: React Three Fiber
The SceneGraph is usually rendered at 60 frames per second. This makes sense if the SceneGraph contains constantly moving parts (eg: game). Consequently, this drains the device’s resources.
If the SceneGraph has static entities, or entities that are allowed to come to a rest, constantly rendering at 60fps would be wasteful. In those cases, we can opt into on-demand rendering, which will only render when necessary. All we have to do is to set frameloop="demand"
on the <ngt-canvas>
1<ngt-canvas [sceneGraph]="SceneGraph" frameloop="demand" />