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Hi,
In render.js:
Inside for loop in ParticleSystemBatcher.prototype.push
var x = p.position[0] * lasBuffer.scale[0] + lasBuffer.offset[0];
Later on:
positions[ 3*i ] = p.position[0] * lasBuffer.scale[0] + (lasBuffer.offset[0] - this.corrective.x);
This is same as:
positions[ 3*i ] = x - this.corrective.x
Similar for y and z coordinates.
With huge number of points, avoiding this recomputation may help in improving the performance.
PS:If permitted, I can commit this change.
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