In models, I often use a lot of frames in one texture, for example to support multiple car colors and paint schemes. It would be useful to have, in Animator, for a texture, an option to load in Engine only the first frame, and wait for the other ones until they are called by script. An option to remove the previous frame, that was there before I called the other one, from memory, would also be useful. This would help to reduce RAM and VRAM usage, and therefore also increase speed a little, I think.
I don't think that the speed bost would be THAT big.
It would also lead to slow-downs when loading/unloading the textures, but that always depends on how big your textures are.
If they are really big, having only one texture loaded will of course improve speed, but will also lead to slow-downs when loading a different one.
The way it's currently done is probably the best.
Well there are loads of images, and I noticed a slowdown when I added tham, even though I wasn't using them in that particular course. They were loaded in the model's texture, but only one of the ten frames was being used. Maybe I should think of a different way. maybe to make two models with two different sets of textures, but that would then create a filesize overhead.
Well there are loads of images, and I noticed a slowdown when I added tham, even though I wasn't using them in that particular course. They were loaded in the model's texture, but only one of the ten frames was being used. Maybe I should think of a different way. maybe to make two models with two different sets of textures, but that would then create a filesize overhead.
Even though it would result in more files (and therefore raise the overall size of your game folder), remember that people usually have a little more memory on their HD than they have RAM or VRAM. 
EDIT: The real question here is, if you can actually distribute the textures over multiple models and still use them efficiently. I cannot tell you that though, because I don't have your project and planning. 
I think that may work. It's just less practical than the above mentioned idea. Still I should think of something to remove the overhead, though.
Now I come to think of it, does dim3 work with aliases, or would that ruin compatibility on Winblows Pista and others?
Aliases don't work. I tried.
