This approach is not usable in my application where I have a lot of buildings
with different textures on each side.

Is it a known problem that using many Shape3D-nodes results in bad performance
(10-20 times worse) comapred to putting the same geometry in fewer Shape3D
nodes?

Is there any chance that multiple-textures-per-Shape3D-node could make it into
the final version of 1.2? Or will there be any other solution?

/Per B

Tess Snider wrote:

> Okay, there is a second solution I have used for multi-texturing, aside
> from making multiple Shape3Ds, but it's very tricky!  What I have done in
> the past to achieve the same thing (usually for a 3-D landscape for a
> "Lords of Magic" like game map, where I want grass, ivy, cobblestones,
> rock, shale, and other interesting textures, without making ton of
> different objects) is to either prebuild a single large texturemap to
> cover the whole surface, made out of the independent textures, or, if the
> landscape needs to be built dynamically, dynamically cobble together the
> different textures into one big texturemap on the fly, and glue it on
> there.
>
> The drawback?  Large texturemaps can take up lots of video memory!  Also,
> it's not always easy to use this method -- especially for objects with
> strange shapes.
>
> This is something I hope they find a solution for, soon.  I enjoy writing
> loaders, and I hate having to write a kludge everytime I run into an
> object with multiple textures.
>
> Tess Snider
>

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