Optimize globe satellite rendering with InstancedMesh matrix buffer updates#79
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seanwevans merged 1 commit intomainfrom Apr 1, 2026
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Motivation
100_000objects so the globe can render high-density streams without per-instance draw calls.Description
MAX_OBJECTSfrom10_000to100_000and addMATRIX_SIZEandSATELLITE_SCALEconstants.QuaternionandVector3and add amatrixBufferRefthat stores a direct reference toInstancedMesh.instanceMatrix.arrayfor typed-array updates.setMatrixAtcalls with composing a transform (position,rotation,scale) and writing each 4x4 matrix directly into the sharedFloat32Arrayviamatrix.toArray(matrixBuffer, i * MATRIX_SIZE).instanced.instanceMatrix.needsUpdate = true, and clear the buffer reference during cleanup to avoid stale pointers.Testing
npm --prefix web run build, which completed successfully (TypeScript compile + Vite build).Codex Task