Thinking about how to handle leaves in my voxel-type game, and I have these ideas so far:
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Normal part, with 6 textures for each face
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MeshPart with an empty ‘MeshId’ property and a SurfaceAppearance
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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)
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?