WebGL Textures

Presenting different textures on the 3d object, there are few ways of achieving this.

  • Creating several objects with different materials in the same place with only one object visible. Switching of textures or materials is performed via showing or hiding objects. There is no geometry overhead since all objects are instanced. Main disadvantage is in maintaining same geometry during modeling.
  • Create many materials and attaching them to hidden objects.  Swithcing is performed via locating material in scene and applying to required object. Materials should be created during modeling. If number of materials is limited this may be rigth choice. Additional advantage is in ability to include materials and textures into one file.
  • One object and one material. Swithing is performed via replacing textures right in material. There is no overhead on modeling stage, number of textures may be unlimited.

See example

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