Which of these options is more performant?

Thinking about how to handle leaves in my voxel-type game, and I have these ideas so far:

  1. Normal part, with 6 textures for each face
    image
    image

  2. MeshPart with an empty ‘MeshId’ property and a SurfaceAppearance
    image
    image

  3. Normal part with a SpecialMesh instance, set to a FileMesh mesh type with an empty MeshId property (this one doesn’t support transparency, from what I can see)
    image
    image

And for blocks that use the same texture in all faces (like dirt, sand, planks, stone, etc), would it be better to have the 6 textures, or have a SpecialMesh or SurfaceAppearance, since the texture will just be the same in all faces anyway?

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using textures take up more memory and can cause everything to have lines nebtjwaeb4rjwa in-between. I recommend just using SurfaceAppearance or material variants.

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I’m still thinking about what to do, but I’ll keep this in mind!
Also, as for having lines in between textures, that can be fixed by adding some sort of culling system where textures that aren’t being seen by the player (obscured by other blocks) get deleted. As for why it happens I don’t really know lol

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SurfaceApperance is perferably used