{"action":"created","issue":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/10750","repository_url":"https://api.github.com/repos/mrdoob/three.js","labels_url":"https://api.github.com/repos/mrdoob/three.js/issues/10750/labels{/name}","comments_url":"https://api.github.com/repos/mrdoob/three.js/issues/10750/comments","events_url":"https://api.github.com/repos/mrdoob/three.js/issues/10750/events","html_url":"https://github.com/mrdoob/three.js/pull/10750","id":205843782,"number":10750,"title":"Instanced mesh","user":{"login":"pailhead","id":4681282,"avatar_url":"https://avatars3.githubusercontent.com/u/4681282?v=3","gravatar_id":"","url":"https://api.github.com/users/pailhead","html_url":"https://github.com/pailhead","followers_url":"https://api.github.com/users/pailhead/followers","following_url":"https://api.github.com/users/pailhead/following{/other_user}","gists_url":"https://api.github.com/users/pailhead/gists{/gist_id}","starred_url":"https://api.github.com/users/pailhead/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/pailhead/subscriptions","organizations_url":"https://api.github.com/users/pailhead/orgs","repos_url":"https://api.github.com/users/pailhead/repos","events_url":"https://api.github.com/users/pailhead/events{/privacy}","received_events_url":"https://api.github.com/users/pailhead/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":72,"created_at":"2017-02-07T10:19:02Z","updated_at":"2017-05-09T16:51:02Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/mrdoob/three.js/pulls/10750","html_url":"https://github.com/mrdoob/three.js/pull/10750","diff_url":"https://github.com/mrdoob/three.js/pull/10750.diff","patch_url":"https://github.com/mrdoob/three.js/pull/10750.patch"},"body":"I was trying to implement a higher level abstraction for `InstancedBufferGeometry` but needed to tinker with the shader lib and renderer. Would it be possible / good idea to expose a bit of these encapsulated functions so they can be overriden? Same for the defines on the standard materials. \r\n\r\nThis should spin around 1 million triangles depending on how it generates:\r\n\r\nhttp://dusanbosnjak.com/test/webGL/three-instanced-mesh/webgl_instanced_mesh.html\r\n\r\nThe performance double sided demo with 30k objects instead of 5k, was getting around 16fps with 30k, instanced its 60.\r\n\r\nhttp://dusanbosnjak.com/test/webGL/three-instanced-mesh/webgl_performance_doublesided.html"},"comment":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/300228982","html_url":"https://github.com/mrdoob/three.js/pull/10750#issuecomment-300228982","issue_url":"https://api.github.com/repos/mrdoob/three.js/issues/10750","id":300228982,"user":{"login":"looeee","id":5307958,"avatar_url":"https://avatars1.githubusercontent.com/u/5307958?v=3","gravatar_id":"","url":"https://api.github.com/users/looeee","html_url":"https://github.com/looeee","followers_url":"https://api.github.com/users/looeee/followers","following_url":"https://api.github.com/users/looeee/following{/other_user}","gists_url":"https://api.github.com/users/looeee/gists{/gist_id}","starred_url":"https://api.github.com/users/looeee/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/looeee/subscriptions","organizations_url":"https://api.github.com/users/looeee/orgs","repos_url":"https://api.github.com/users/looeee/repos","events_url":"https://api.github.com/users/looeee/events{/privacy}","received_events_url":"https://api.github.com/users/looeee/received_events","type":"User","site_admin":false},"created_at":"2017-05-09T16:51:02Z","updated_at":"2017-05-09T16:51:02Z","body":"> we're not supposed to check in build files\r\n\r\nWell, I'm sure it's ok if they are checked in while the PR is being tested. You'd just have to remove them before it's finally merged."}}
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