For example, many trees which share the same mesh and the same texture, but have different translations and rotations and need be checked collision dividually(which means I can collide with only one of these trees and don't affect others).
Now I'm doing this like:
Object3D tree;
for(int i = 0; i < treeNum; ++i){
trees[i] = tree.cloneObject();
trees[i].translate(xxx);
world.addObject(trees[i]);
}
But when the treeNum going large, the performance will drop down heavily. Each tree has about 20 tris, there are about 10 - 80 trees on screen.
1, Generally, is this(rendering 10 - 80 objects of 20-tiris ) a problem(with other objects of the scene)?
2, Could I render these trees once(like merging them to one large object3D)but check collision dividually?