At my project I am loading more than 200 images, to then, create a new Texture with the method:
let texture = new THREE.Texture(image);
The image value that it comes, it is from a Tile Atlas image that stores all the images that I am going to use on my project in one single image. Then, this big image it is cutted into pieces for each associated mesh.
I saw that the creation of the texture it is a lot of consuming, since I move data from CPU to GPU on each texture creation.
There is a ways to do this kind of things alternatively? Can I use the Tile Atlas in a better way in order to obtain better results?