Speeding Up Three.JS with Depth-Based Fragment Culling

from blog cprimozic.net Blog, | ↗ original
Important Note Since releasing this article, I've been informed that there is actually an even easier and more efficient way of achieving the optimization detailed in this post. It turns out that the main concept implemented here is already commonly used in game engines and other 3D applications, and it's known as a depth pre-pass. Additionally,...