Is Partial Texture Rendering Efficient for Memory Management?

Can you achieve any performance boost if a portion of the texture is drawn onto the mesh? For example, passing a 50MB texture to a shader and then scaling it up so that only a part of it is drawn texture2D(sameImage,uv*5.0);.

Does Three.js optimize for this, or am I still responsible for the total memory usage?

You seem to be describing a texture atlas? In general they wouldn’t really boost performance (you still same the texture on the GPU the same way) - but it reduces the amount of texture uploads to the GPU, so if you re-use the texture atlas a lot in the scene, you won’t need to worry about stutter when adding new materials to the scene.

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Ok thanks for the clarification. I just need to make sure before I made my next move