I allow users to provide their own images to use as textures, but the issue is I have 3 images to create six sides (i.e., front and back are the same, top and bottom, left and right) that I want to store and use multiple times, as well as convert these images from their current format into either a jpg or png depending if they have an Alpha Channel. The problem with this is the read/write of so many objects takes the IDE 130+ seconds, and about 30 seconds when deployed, this is terrible.
The thing is since they provide these images the only way I see to do this is creating custom mesh’s as 2d rectangles, then creating a node from the 6 sides to make a box, and adding those node into the rootNode. I figured that I should then use the node multiple times instead of redoing the mesh’s, so I haven’t tried that yet.
Everything is static so I assumed that creating .j3m files would be the best approach, but can I do that with user submitted images? Can I create these .j3m files from using multiple materials? Or if not is there a way to convert all of these 6 mesh’s into 1, without using an external editor?
I also read up in 3.0 there is a Texture Atlas built in, but it looked like it was only in Scene Composer, so it seemed you can only do it with images you have? Or can we use it with user submitted images?
Again everything will be static, so I just need to find the approach that wont last a long time(130 seconds for a world that wasn’t completely filled is bad).