Let me clarify something.
I am faced with the challenge of handling multiple textures, and I already know which method to employ for this task.
The solution I identified was to use UV mapping on geometries to repeat textures.
However, the issue I'm encountering is that I am struggling to understand how to implement this, especially since the UV mapping documentation in THREE.js seems overly complex.
Imagine I have three distinct objects all sharing the same texture, each with different dimensions:
(1,1,1) - For this object, I require a 2x2 UV grid to repeat the texture, resulting in 4 repeats on each face. (1,2,1) - I need this object to have a 2x4 UV grid for the sides, excluding the top and bottom. (3,1,3) - This object should feature a 6x6 UV grid for the top and bottom surfaces, but not the sides.
How can I avoid loading three separate clones of the texture and instead utilize UV maps on each specific geometry to repeat the texture based on its unique size?
EDIT: I have configured the segments of boxbuffergeometry, but the texture is not repeating according to the UVs. This has become quite a frustrating issue. I'm looking to define the texture repetition, segments, and UVs within the geometry itself.