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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_shapeSize.value = shapeSize; | ||
| }, [shapeSize]); | ||
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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_roundness.value = roundness; | ||
| }, [roundness]); | ||
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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_borderSize.value = borderSize; | ||
| }, [borderSize]); | ||
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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_circleSize.value = circleSize; | ||
| }, [circleSize]); | ||
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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_circleEdge.value = circleEdge; | ||
| }, [circleEdge]); | ||
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| useEffect(() => { | ||
| if (materialRef.current) materialRef.current.uniforms.u_pixelRatio.value = pixelRatioProp; | ||
| }, [pixelRatioProp]); |
Contributor
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Why is splitting the changes across several individual useEffects better than before?
Contributor
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I am not an official reviewer, but I took a look, and those changes look great. There is only one thing that I do not understand the benefit of, at ShapeBlur components
Contributor
Author
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Splitting the changes across multiple useEffect is better because it avoids rebuilding the entire Three.js scene every time a prop changes.
In the original version, any change to shapeSize, roundness, etc. triggers the main effect, which:
- Disposes the renderer
- Removes the canvas
- Recreates the scene, camera, material, listeners, animation loop
That’s expensive and unnecessary.
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Fixes: #875
Components Affected: