I want to visualize my mesh with multiple textures, so I am using multiple materials.
I first define a variable for my mesh material to be an array of
Then, since I am using a
BufferGeometry, I am calling the
addGroup method to specify which vertices get to use which material.
When I render the scene however, orbiting and panning the camera (i am using
OrbitControls) seems to be very sluggish.
I switched to using a single
MeshBasicMaterial on my mesh to test whether the multiple materials was the issue, and when I did everything was back to normal speed.
The model I was having issues with wasn’t even a big model. It was a utah teapot model around 400kb.
Is there a way to use multiple textures on my mesh without keeping an array of materials for each texture, or am I missing something here?