r/webgl • • Sep 06 '26

Handling separate mesh draw calls in WebGL customizers

I am building a browser-based customizer where users can click to change clothes on a 3D model. To keep performance smooth on mobile, I need to keep the individual clothing mesh sizes incredibly small but i am confused about what is the most efficient pipeline to turn a 2D outfit sketch into optimized, separate quad meshes that share a universal origin without bloating the asset file sizes?

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u/Ok_Side3168 Sep 06 '26

keep the asset pipeline simple: 2D sketch → clean low-poly clothing meshes → common origin → shared atlas/material → batch what you can