Utilize graphics in three.js for texture recycling

My challenge involves loading the same image in a large number (~ 1000) of two-dimensional shapes using three.js, each shape with different offsets.

I came across this demo on the official website and modified it to create my own demo, featuring various shapes and a random background texture.

The issue I encountered is that when I clone the texture for each shape, the page consumes excessive RAM and crashes. You can observe this by adjusting the comments in the addShape function within the JavaScript code (instructions are provided in the code).

Despite researching solutions such as this open issue or a relevant question on Stack Overflow, where it's advised to clone the texture, nothing seems effective in my case.

Am I missing something? Has there been any updates or changes since these previous discussions on this matter?

Answer №1

It seems like there may be a misunderstanding with the issue at hand. One possible solution could be adjusting the UV coordinates of each shape to properly align the texture and utilizing just one texture overall.

Referencing the official documentation:

Geometry.faceVertexUvs

An array of face UV layers that are essential for mapping textures onto the geometry. Each UV layer consists of UVs corresponding to the order and amount of vertices in faces.

In order to reflect changes made in this array, Geometry.uvsNeedUpdate must be flagged as true.

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