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Performance

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Mesh: Octopus.glb

Drag while changing density; watch the cell count and FPS. Doubling density roughly quadruples cells. Geometry, shading, color runs, and browser painting also contribute; a cube and a complex model do not have identical costs.

scene.setOptions({ interactiveDownscale: 2 });

The bundled controls lower resolution during gestures and restore it on release. Custom controls call scene.setInteracting(true) / false.

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Mesh: Watermelon.glb

Tolerance merges nearby color runs, trading fidelity for fewer spans. Default 0: off; range 0–765; try 24–128. Semantic output ignores it. Atlas encoding removes spans for compatible output.

  • Use detail layers and hotspots sparingly: each adds per-render work.
  • Rerender when state changes; leave idle scenes idle.
  • Animate hotspot DOM with CSS when the mesh does not change.