Sort of... More like light maps, but by using multiple copies of the
same model (like how you did in Renegades).
In your case, it seems to be memory related. When video memory is
used up, it swaps it to RAM. When it is needed again, it loads it
from RAM.
Do you mean combining pictures into one texture -- like decals on a
model -- layering masked picture upon picture before applying it
via Material.Texture?
If this is the case, then what I can share comes from Zombies: I've
seen a delay when combining lots of pictures to create a final
texture. Most of the combining happens before a game starts to
create the humans, but we do swap textures in-game when a human is
converted to a Zombie.
I've never looked into whether the delay comes from combining the
pictures (Up to 12 layers of masked pictures for Zombies) or from
adding the texture to a model.
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