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Color/texture each quad separately on ground mesh


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I am making a large game world like a tile map. The issue I have is my tile map is at least 250x250 tiles (could be 500x500) so if I use 

var grid = {
        'h' : 250,
        'w' : 250
    var tiledGround = new BABYLON.MeshBuilder.CreateTiledGround("Tiled Ground", {xmin: -1, zmin: -1, xmax: 1, zmax: 1, subdivisions: grid}, scene);

It crashes Babylonjs or runs at 1FPS if I am lucky

However if I use 

var ground = BABYLON.MeshBuilder.CreateGround("gd", {width: 8000, height: 8000, subdivsions: 250}, scene);

it runs just fine, so my plan was to make a ground mesh and loop through each quad or grid[x][y] and apply a material on it depending on what texture I need.

Just to give you an idea of what I am doing, I am trying to make a 2d map viewer I made 3D https://jamessimo.itch.io/rimmap  

My question is how do I do this? I do not have a large single texture I can apply to the whole plane, the textures are applied depending on what a large json file tells it.

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Hiya JS.  I don't have solutions to your issues, yet... but I wanted to show you...


Kostar111 isn't around much anymore, but he kept his tiled terrain map tutorials on-line, so there might be something to be learned, there, in his 3 links.

I goofed around with some tiling and displaceMaps, once.  https://www.babylonjs-playground.com/#1VGWP9#4

Not very exciting.  :) 

Also, although I know almost NOTHING about multiMaterials, it might be worth a forum search and playground search.

Here's a quick demo I found, laying along-side Babylon Blvd. 


Stay tuned for more/better comments/answers.


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