My solution was to use FaceHelper, as Fabrice said. Instead of creating new meshes and merging them, i create new cubes (or planes) face by face, adding them to the first primitive i created (using the method addFace).
This way it is possible to create a very big grid of primitives without the drop in framerate. I'm currently testing ways to change the uvs of the faces to be able to simulate texture changes. I don't know yet if there's a way to use various mapping coordinates (aside from the usual 0,0 - 1,0 - 0,1 - 1,1), but if there is, you can probably create a BitmapMaterial with various different textures, and map them according to your needs. If you need to extract the primitive to use it with a different material, i would suggest that you create a new primitive in same coordinates as the part of the mesh you want to modify, then remove the faces in that coordinates. I know it's far from a perfect way of doing this, and you'll end up with a new mesh instance, but i haven't figured a better way to do this yet. So, the main question now is: can we use any number as the texture coordinates in the uvs of a mesh? Ex.: i have a 512x512 texture in which every 128x128 is a smaller rectangle with a smaller textures inside. Could i map it so the first texture is from 0,0 to 1,1, the second is 1,0 to 2,1, the third is from 0,1 to 1,2 and the fourth is from 1,1 to 2,2? This would make much easier to change the textures in a grid created by adding faces, since you could just modify the uvs. Can someone shed some light on this? Thanks! On May 4, 6:38 pm, rjgtav <[email protected]> wrote: > Great! As i'm also facing the same problem :-). Both the apply and the > applyToContainer are bugged...
